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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
Journal Mail Official
jurnalilmiahpendas@unpas.ac.id
Editorial Address
Jl. Taman Sari No. 6-8 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
Pendas : Jurnah Ilmiah Pendidikan Dasar
Published by Universitas Pasundan
ISSN : 24772143     EISSN : 25486950     DOI : 10.23969
Core Subject : Education,
Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education journals will selectively disseminate ideas and studies complemented by quality research results related to basic education, develop an education center to the elementary-school that can produce innovative, creative and original work and tested in the field of education and learning elementary School to be disseminated and implemented for improving the quality of primary-to-national education at the national, regional and international levels.
Articles 27,903 Documents
PENGEMBANGAN MULTIMEDIA BERBASIS APLIKASI KAHOOT PADA MATA PELAJARAN BAHASA INDONESIA TEMA BELAJAR BERWIRAUSAHA SISWA KELAS V SDN DRINGU Sabrina Dwi Maulidia Putri; Didit Yulian Kasdriyanto; Faridahtul Jannah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.24032

Abstract

In the era of the Industrial Revolution 4.0, technological developments have an important role in education, including Indonesian language subjects. Teachers and students can utilize technological advances to create more interesting and enjoyable learning. However, the reality in the field is the lack of use of learning media that can make students active in learning, causing low levels of student motivation in Indonesian language subjects in the classroom. This research aims to produce a product in the form of multimedia based on the Kahoot application in Indonesian language subjects on the theme of learning entrepreneurship for grade V students at SDN Dringu. This research method uses a research and development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the product trial research show the level of feasibility with an average score of 94% with the product feasibility assessment criteria in the very feasible category. If described, the media expert gets a score of 96%, the material expert gets a score of 92%, and the learning practitioner gets a score of 94%. While the questionnaire results from student responses scored 90% with a very good category. The conclusion of the research and development of Kahoot application-based multimedia is an interesting and fun game-based digital media. Kahoot application-based multimedia can be used as a tool in Indonesian subjects on the theme of learning entrepreneurship when it will be studied by utilizing the features in the Kahoot application.
SPEECH ACT IN STRANGER THINGS SEASON 3: A PRAGMATICS STUDY Bagis, Haula; Mahyuni; Arafiq
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24035

Abstract

Speech acts are a type of spoken language and part of pragmatics that occur in both verbal and nonverbal contexts. This study examines the use of speech acts by the characters in Stranger Things: Season 3, focusing on illocutionary acts as classified by Searle (1980), which include assertive, directive, commissive, expressive, and declarative speech acts. Using a descriptive qualitative approach, this research analyzes the speech acts found in the characters' utterances to determine their types, frequency, and relevance to characterization. The results indicate that all five types of speech acts appear in the series, assertive (36.18%), directive (36.64%), expressive (24.91%), commissive (1.87%), and declarative (0.40%). Assertive speech acts, which include stating, affirming, and describing, are frequently used by the main characters to convey information and theories. The presence of speech acts in Stranger Things: Season 3 is also consistent with the creative vision of the Duffer Brothers as directors.The high frequency of assertive and directive speech acts in the study illustrates how characters often face urgent situations that require immediate action, whether in confronting supernatural threats or navigating everyday social interactions. Overall, speech acts in Stranger Things: Season 3 shape character interactions and drive the plot, consistent with the Duffer Brothers' storytelling style.
ANALISIS IMPLEMENTASI SOCIAL-EMOTIONAL LEARNING PADA PESERTA DIDIK BERKEBUTUHAN KHUSUS DI SEKOLAH INKLUSI Rizky Sania; Ngabiyanto; Wadiyo; Tri Joko Raharjo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24037

Abstract

Social-Emotional Learning (SEL) is the process of developing skills that enable individuals to understand and manage their emotions, build positive relationships, and make responsible decisions. SEL includes five core competencies: self- awareness, self-management, social awareness, relational skills, and responsible decision making (CASEL, 2020). The method used in this research is a literature review. The data source was taken by reviewing articles containing research results on Social-Emotional learning in inclusive schools which came from 2 main sources, namely Google Scholar and Publish or Perish. The aim of this research is to analyze the implementation of SEL in PDBK in inclusive schools. The subjects of this research are low class GDPK in Inclusive Schools. The results of this research show that there are still many students with special needs who do not receive SEL intervention at school.
PENINGKATAN KEMAMPUAN MEMBACA PERMULAAN BERBANTUAN MEDIA KARTU KATA SISWA KELAS 1 SDN NGAGELREJO 1/396 SURABAYA Isma Mulia Alifiana; Putri Zuroidah; Nurma Iktamalannisa; Mundiroh; Mutiara Nikmah; Jauharotul Lailia; Ira Eko Retnosari; Juanita Purnama Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24038

Abstract

Early reading skills are a fundamental aspect of basic education that plays an important role in students' academic development. However, according to the results of observations in class 1C of SDN Ngagelrejo 1/396 Surabaya, it is known that the majority of students experience challenges in reading basicly. Therefore, creative learning methods are needed to improve students' reading skills. The focus of this study is to improve the early reading ability of grade 1C students at SDN Ngagelrejo 1/396 Surabaya by utilizing word card media. This study applied a classroom action research method based on the Kemmis and McTaggart models, which included the planning phases, implementation of actions, observation, and reflection applied in two cycles. The study subjects consisted of 28 students who were selected according to the results of observations and preliminary tests that showed the need for improvement in reading ability. Data is collected through testing, observation, and documentation. The findings of the study indicate that the application of card media in a structured and intensive manner has a positive impact on improving students' reading skills. In the pre-action, only 42.86% of students obtained an average score but after cycle II, the figure increased to 85.71%. In addition, students' reading ability experienced an increase in average score from 67.25 in the pre-action to 83.21 in the second cycle. This improvement indicates that word cards as an attractive learning medium and supported by intensive teacher guidance can effectively improve students' initial reading skills.
INOVASI PEMBELAJARAN PAI DI SEKOLAH DASAR: INTEGRASI E-DISCOVERY LEARNING DALAM FLIPPED CLASSROOM Qurratina, Noor Shania; Irma Soraya; Mohammad Kurjum
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 t
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24039

Abstract

The development of technology has changed all aspects of human life, including the way of learning and accessing information. At the elementary school level, the integration of technology in Islamic Religious Education learning is still rarely done. Therefore, this study aims to explore a form of Islamic Religious Education learning innovation by integrating technology in the form of e-discovery learning and flipped classroom at the elementary school level. This study is a type of library research that collects data using literature studies and is analyzed using qualitative data analysis techniques. The results of this study indicate that the use of e-discovery learning applications with flipped classroom strategies in Islamic Religious Education learning in elementary schools is relevant to overcoming learning problems in the classroom in the form of limited time and learning resources.
PENGEMBANGAN MEDIA PAPAN SUSUN BLOCK PUZZLE PADA MATERI OPERASI HITUNG GUNA MEMFASILITASI KEMAMPUAN COMPUTATIONAL THINKING SISWA SEKOLAH DASAR Usamah, Yunita; Bagus Ardi Saputro; Ferina Agustini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24040

Abstract

Computational thinking is the ability of students to solve problems by breaking them down into several stages that are effective, efficient, and comprehensive. However, there are still many students in elementary school who still have difficulty in understanding computational thinking in solving problems, especially arithmetic. This research aims to develop computational thinking skills in mathematics lessons to support student learning in mathematics of computational operation materials. This research uses a research and development (R&D) approach with the ADDIE (Analysis, Development, Design, Implementation, Evaluation) design model. The development process is designed so that students can actively divide problems into simple ones, look for similarities between problems, see problems fundamentally, and develop solution steps in solving problems. In this study, a sample was used in grade 3 in one of the elementary schools in the city of Semarang which amounted to 22 students. Based on the results of the research, block puzzle stacking board media can be used by teachers as one of the learning media, especially in multiplication operation materials and can facilitate students' computational thinking skills.
MENGUKUR DAMPAK PENDEKATAN STEAM TERHADAP LITERASI SAINS: SEBUAH STUDI META-ANALISIS Haliza, Natasya Wanda; Bidayati Haka, Nukhbatul; Oktina Sari Pratama, Anisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24042

Abstract

This study aims to determine how much influence the STEAM approach has on overall scientific literacy based on educational level, region and also learning materias. This study uses a meta-analysis research design and is quantitative in nature. With the help of Publish or Perish, which is indexed by SINTA, data was gathered using the PRISMA rules, which were obtained via Google Scholar, during the February 2021–2025 time frame. Nine articles that satisfied the predetermined criteria were identified from the 636 articles in the initial data set. JASP-0.19.3.0 software helped with the study's data analysis. The study's findings demonstrated that the STEAM approach significantly improved students' overall scientific literacy (effect size of 0.580, including the moderate category), as well as their learning materials (effect size of 0.580, including the moderate category), educational level (effect size of 0.575, including the moderate category), and region (effect size of 0.585, including the moderate category). Overall, it can be said that students' scientific literacy skills are significantly improved by the STEAM approach.
PENERAPAN METODE ROLE PLAY UNTUK MENINGKATKAN PEMAHAMAN PEMBELAJARAN SISWA KELAS IV PADA MATA PELAJARAN PENDIDIKAN PANCASILA MATERI MUSYAWARAH DI SDN 01 NAMBANGAN KIDUL KOTA MADIUN Lusiyanti, Fitria; Mersina Mursidik, Elly's; Zahro, Fakhriyatu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24043

Abstract

This study aims to enhance the understanding of the concept of musyawarah (deliberation) among fourth-grade students at SDN 01 Nambangan Kidul through the implementation of the role-play method. The background of the study is the low participation of students in discussions and decision-making processes, attributed to the use of conventional teaching methods. This Classroom Action Research (CAR) was conducted in two cycles with 13 student participants. Data were collected through observations of teacher and student activities and evaluation tests. The results showed that the role-play method effectively improved student understanding. In the first cycle, student involvement was low due to insufficient understanding of their roles in the simulation and unclear teacher instructions. After improvements were made in the second cycle, there was a significant increase in student participation, confidence in expressing opinions, and understanding of the musyawarah concept. The average score improved from 71.15 to 83.08, and classical completeness reached 92.31%. Thus, role play has proven to be effective in improving student learning outcomes on the topic of musyawarah
ANALISIS TANTANGAN BELAJAR PADA PEMBELAJARAN IPAS MATERI PERUBAHAN WUJUD SISWA SEKOLAH DASAR Putri Rahma Dani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.24044

Abstract

Tantangan belajar merupakan kesulitan atau hambatan yang dialami seseorang dalam proses belajar baik itu dari guru maupun siswa yang berasal dari keberagaman siswa, sementara pada siswa mungkin mengalami tantangan berkonsentrasi, mudah bosan, atau kesulitan dalam memahami materi pembelajaran. Penelitian ditujukan untuk menganalisis tantangan belajar mata pelajaran IPAS siswa sekolah dasar. Beberapa analisis referensi yang berkaitan dengan isu penelitian dikumpulkan sebagai bagian dari teknik studi literatur kualitatif yang digunakan untuk penelitian ini. Menurut temuan penelitian, guru menghadapi tantangan pada sumber daya yang terbatas dan terbatasnya waktu, untuk itu harus menggunakan metodologi pembelajaran di kelas yang sesuai dengan karakteristik siswanya dan media pembelajaran yang interaktif dan efisien sesuai materi perubahan wujud benda. Lebih jauh lagi, tantangan belajar siswa seperti pemahaman konsepnya, keterbatasan sumber belajar dan motivasi yang kurang dapat diatasi dengan menggunakan metode belajar yang interaktif dan menggunakan contoh nyata serta sumber belajar yang bervariatif
INOVASI KURIKULUM PEMBELAJARAN IPAS BERBASIS PROYEK TERINTEGRASI CULTURALLY RESPONSIVE TEACHING UNTUK SISWA SEKOLAH DASAR Siti Raihan; Amir Pada; Andi Makassau; Nur Abidah Idrus; Andi Dewi Riang Tati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 t
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24045

Abstract

IPAS (Science and Social Studies) learning in elementary schools still faces challenges, including low student engagement and a lack of integration of local cultural values in learning. This study aims to develop a project-based IPAS learning device integrated with Culturally Responsive Teaching (CRT) for fifth-grade elementary school students in Makassar City. The study employed the 4D development model (Define, Design, Develop, Disseminate), which includes needs analysis, instructional design, product development, and limited trials. The trial was conducted in two elementary schools, involving two teachers and 62 students. Data were collected through learning activity observations, expert validation (material and media), student and teacher questionnaires, and learning outcome tests. Validation by two material experts and two media experts showed the product to be in the "highly valid" category. Observation results indicated strong student engagement (88%), especially in group discussions and project presentations. Student responses revealed high enthusiasm for the culturally contextual and enjoyable learning process. Teachers stated that the learning device was easy to use, systematic, and relevant to students' real-life experiences. Test results showed an increase in average scores from 61.9 (pre-test) to 85.5 (post-test), with a gain score of 0.61 (high category). The project-based learning integrated with CRT effectively enhanced students’ engagement and understanding of IPAS concepts linked to local culture. This learning device is recommended for implementation in multicultural elementary school contexts.

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