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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
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jurnalilmiahpendas@unpas.ac.id
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Jl. Taman Sari No. 6-8 Bandung
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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 15,076 Documents
PENERAPAN PEMBELAJARAN BERBASIS PBL MENGGUNAKAN VIDIO PEMBELAJARAN DALAM MEMFASILITASI PEMAHAMAN KONSEP PERUBAHAN WUJUD ZAT PADA SISWA KELAS 4 SD Rajagukguk, Ruth Maret Tasya; rhomadhona, wulan; Barokah, Rifqa Gusmida Syahrun; Hermita, Neni
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

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Abstract

This study investigates the effectiveness of Problem-Based Learning (PBL) with video media in facilitating fourth-grade students’ understanding of the concept of changes in the state of matter at SDN 184 Pekanbaru. The background of the research stems from the passive participation of students in conventional science learning, where only 30% could answer conceptual questions correctly. The study aims to analyze how PBL-based video learning enhances students’ conceptual grasp through qualitative case study methods. The research involved 24 students divided into four groups, employing three phases: stimulation via silent experiment videos, structured group discussions, and evaluation using student worksheets (LKPD) and presentations. Data were collected through participatory observation, documentation of group discussions, and teacher reflections, then analyzed via data reduction, presentation, and conclusion drawing. Results showed a significant increase in active participation (from 35% to 75%) and conceptual understanding, as evidenced by LKPD scores, with students accurately identifying phenomena like melting ice and sublimating camphor. Despite challenges such as time management and classroom disruptions, the integration of PBL and visual media proved effective in fostering critical thinking and collaboration. The findings align with the NSTA (2022) recommendations for inquiry-based learning and highlight the potential of interactive strategies in elementary science education. This study contributes to the development of innovative teaching methods that bridge theoretical concepts with real-world applications.
PENGEMBANGAN E-MODUL BERBASIS DISCOVERY LEARNING PADA TEMA 5 KELAS V DI UPTD SD MANERON 3 KECAMATAN SEPULU Maimuna, Siti; Ida Mardiayana, Isna
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.v10i02.27069

Abstract

The objectives of this development research are (1) to determine the validity of developing e-modules based on discovery learning, (2) to determine the effectiveness of developing e-modules based on discovery learning and (3) to determine the attractiveness of developing e-modules based on discovery learning. Development research uses the 4D Define, Design, Develop and Disseminate model. Based on the results of the research that has been carried out, first the results obtained from the validity were tested on 90% validators of teaching material experts, 93.75% of material experts, 75% of language experts and 90% of learning design experts. The average data validity results from expert validators obtained a percentage of 87.18%, which was categorized as very valid for use. The results of the effectiveness of e-module teaching materials are measured from learning outcomes tests and learning implementation. The results of the learning test for class V students obtained classical completeness of 100% which was categorized as complete criteria. Then for the implementation of the first learning, the score was 91.66%, for the implementation of the second learning, it was 95.34% with the criteria for learning being implemented. The attractiveness of the module teaching materials is measured from teacher response questionnaires and student response questionnaires. The average percentage of teacher and student response questionnaires obtained was 92.04%, which was stated to be very interesting to use. Based on the results of research that has been carried out, the development of e-modules based on discovery learning in theme 5 in class V is stated to be very valid, effective and interesting to use in the learning process
DINAMIKA PERUBAHAN KEBIJAKAN POLITIK DI ERA DIGITAL lestari, reni puji; yohanes, yulius; noviana, kariana; kurniati, grace; juniarti, nengsih
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

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Abstract

This article examines changes in political policy in the digital age, influenced by information and communication technology in decision-making. In an era of globalization and more open access to information, political policies have become clearer and more accountable. However, new challenges have emerged, such as the spread of misinformation and divisions in public opinion. Through case analysis and existing data, this article investigates how political parties and governments adapt to these changes and how this impacts public participation. The research findings indicate that policies responsive to needs in the digital world can enhance public participation and strengthen democracy.
PENINGKATAN HASIL BELAJAR SISWA PADA MATA PELAJARAN PENDIDIKAN PANCASILA MATERI NORMA MASYARAKAT BERBASIS MEDIA ULAR TANGGA KELAS V UPT SD NEGERI DOROMUKTI TUBAN shofia Ummi Latifah Rohani; Wendri Wiratsiwi
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.v10i02.27273

Abstract

Pelaksanaan penelitian ini diarahkan untuk peningkatan pemahaman siswa tentang Pendidikan Pancasila di kelas V yang kurang memahami materi bentuk norma-norma dalam masyarakat dengan menggunakan media pembelajaran visualisasi konkret seperti “Ular Tangga” di kembangkan dengan tujuan untuk mengatasi permasalahan yang berkaitan. Penelitian tindakan kelas kolaboratif digunakan dalam penelitian ini, yang melibatkan pendidik serta peneliti selama pembelajaran. Guru akan mengumpulkan data yang diperlukan dengan mengawasi praktik mengajar peneliti. "Ular Tangga" adalah solusi yang lebih baik untuk masalah siswa yang tidak memahami materi bentuk norma-norma dalam masyarakat. Pada siklus I, nilai siswa 38,89% berada dalam kategori sangat baik, 27,78% berada dalam kategori baik, 22,22% berada dalam kategori cukup baik, dan 11,11% berada dalam kategori kurang baik. Pada siklus kedua, ketika media pembelajaran "Ular Tangga" digunakan, nilai siswa adalah 77,78% dalam kategori terbaik dan 22,22% dalam kategori baik. Tidak ada siswa yang gagal mencapai KKTP. Tidak ada lagi siswa yang belum tuntas KKTP, dari 2 anak sebelumnya. Media pembelajaran sangat penting untuk mendukung pemahaman siswa tentang materi bentuk norma-norma dalam masyarakat. Mereka tidak hanya bergantung pada metode ceramah yang membosankan, tetapi juga memiliki kegiatan yang meningkatkan partisipasi aktif siswa dan membuat pembelajaran lebih menyenangkan. Jadi menggunakan "Ular Tangga", siswa akan memiliki pengalaman baru dan pembelajaran baru. Artikel ini akan mengajarkan peneliti dan pembaca bagaimana membuat media pembelajaran yang lebih inovatif untuk mendukung pembelajaran yang dimaksudkan untuk meningkatkan prestasi akademik siswa.
PENERAPAN METODE PEMBELAJARAN TEBAK GAMBAR UNTUK MENINGKATKAN KEMAMPUAN ANALITIS SISWA KELAS IV PADA MATA PELAJARAN BAHASA INDONESIA: ( PENELITIAN TINDAKAN KELAS DI MI X ) Usmiati, Sri retna; faridz, mochamad; gulo, edison; A. Teluma, Yoseph Bernandino; yusuf, Rinaldi
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

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Abstract

Indonesian language learning at the elementary level often faces challenges in improving students' analytical skills. This is due to monotonous and uninteractive learning methods, which result in low motivation and activity among students during the learning process. Based on this problem, this study aims to determine the effect of applying the Guess the Picture method on improving the analytical skills of fourth-grade students at MI X. This study is a classroom action research (CAR) conducted in two cycles, involving planning, action, observation, and reflection steps. Data were collected through pre- and post-test of students' analytical skills, observation of student participation, and a questionnaire to assess students' responses to the learning process. Data analysis results showed that students' pretest scores ranged from 35 to 92, with the majority scoring around 40 and 70. After implementing the Tebak Gambar method, there was a significant improvement, with many students achieving scores above 70 and all students able to reach a higher minimum score. Additionally, observations showed that students were more active and enthusiastic during the learning process, while student responses through the questionnaire indicated they felt more interested and motivated. Based on these results, it can be concluded that the Tebak Gambar method is effective in enhancing students' analytical skills and creating a enjoyable and interactive learning environment. This study recommends the continued use of this method to improve Indonesian language learning outcomes at the elementary level. Keyword Guessing Image Method,Students' Analytical Skills, Indonesian Language Learning for Grade IV
ANALISIS KESENJANGAN DAN STRATEGI SOLUSI DALAM MENGHADAPI KRISIS PENDIDIKAN DI INDONESIA Suryadi Mikael; Mathilda Sunta; Haikal Aprilianza; Rachmah Ayu Safitri; Dr. Yulius Yohanes, M.Si
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

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Abstract

The Indonesian education system is facing a significant crisis that hinders national development and equity. This study identifies the root causes of the education crisis, including infrastructure disparity, unequal access, curriculum irrelevance, and teacher competency issues. By reviewing relevant literature and national data, this paper proposes a multi-sectoral strategy to resolve educational inequality and improve quality. This research finds that a decentralized education policy combined with focused investment in rural education infrastructure, digital learning platforms, and teacher capacity building programs could create a more equitable and effective education system. The paper concludes by recommending policy reforms and future research directions. Keywords: education crisis, inequality, Indonesia, teacher competency, education reform
PENGARUH MEDIA GAMBAR POSTER TERHADAP PEMAHAMAN DAN KEMANDIRIAN SISWA KELAS III PADA MATA PELAJARAN IPAS DI UPTD SDN TENGKET 2 AROSBAYA Permana, Yudha Dwi; Yunita Haryani
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

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Abstract

Pendidikan adalah pemahaman, kemampuan, dan upaya sadar untuk menciptakan lingkungan dan proses pembelajaran yang menyenangkan bagi siswa. Penelitian ini bertujuan untuk mengetahui pengaruh media gambar poster terhadap pemahaman dan kemandirian siswa kelas III pada mata pelajaran IPAS di UPTD SDN Tengket 2 Arosbaya. Penelitian ini menggunakan pendekatan kuantitatif statistik. Desain penelitian ini menggunakan one group pre-test dan post-test design. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh media gambar poster terhadap pemahaman dan kemandirian siswa dengan memperoleh nilai yang sig 0,00 < 0,05 dari hasil uji pairet sample T-test menggunakan IBM.SPSS. Dari pernyataan tersebut dapat disimpulkan bahwa terdapat Pengaruh Media Gambar poster terhadap Pemahaman dan Kemandirian siswa kelas III pada Mata Pelajaran IPAS Di UPTD SDN Tengket 2 Arosbaya.
PENGARUH GAME EDUKASI “EDUCAPLAY” TERHADAP KEMAMPUAN BERHITUNG PENGURANGAN PADA SISWA KELAS 2 SDN 211 PALEMBANG siska; Hikmah Lestari; Mega Prasrihamni
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

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Abstract

This study aims to determine the effect of the educational game educaplay on the students calculating ability to subtract class 2 SDN 211 Palembang. This research method uses a quantitative approach using the True Experiment type, in the form of a Posttest-Only Control Design. The data collection technique is carried out through a learning outcome tests that is given treatment and posttest. The results of the posttest data analysis show that the average experimental value of 87,14 is higjer that the control class with an average value of 42,25. The analysis technique used in this study is the t-test, in testing the hypothesis obtained a t-count value > trabel of 0,05 > 0,077, based on the independent sampel test t-test in this study obtained a sig value (2-tailled) 0,000 < 0,05, so it can be concluded that the significant value is less than 0,05,then Ho is rejected and Ha (there is influence) is sccepted. It can be concluded the effect to the educational game educaplay on students calculating ability to subtract class 2 SDN 211 Palembang.
PENGARUH PROBLEM BASED LEARNING BERBANTUAN MEDIA INTERAKTIF GENIALLY TERHADAP HASIL BELAJAR MATERI SIKLUS AIR DI KELAS V SDN OESAPA KECIL 2 KOTA KUPANG Saidjuna, Yulan; Koroh, Taty R.; Devi, Rista Apriliya
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

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Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Problem Based Learning (PBL) berbantuan media interaktif Genially terhadap hasil belajar siswa pada materi siklus air di kelas VA SDN Oesapa Kecil 2 Kota Kupang. Jenis penelitian ini adalah penelitian kuantitatif dengan metode eksperimen menggunakan desain pretest-posttest control group design. Teknik sampling yang digunakan adalah total sampling dengan jumlah sampel sebanyak 40 siswa. Instrumen yang digunakan berupa tes pilihan ganda sebanyak 10 soal yang telah divalidasi. Berdasarkan hasil analisis data menggunakan uji regresi sederhana, diperoleh nilai signifikansi sebesar 0,000 < 0,05, yang menunjukkan bahwa terdapat pengaruh signifikan penggunaan model PBL berbantuan media Genially terhadap hasil belajar siswa. Besarnya pengaruh variabel X terhadap variabel Y adalah sebesar 67,6%. Dengan demikian, dapat disimpulkan bahwa model Problem Based Learning berbantuan media interaktif Genially berpengaruh positif terhadap hasil belajar siswa pada materi siklus air di kelas VA SDN Oesapa Kecil 2 Kota Kupang
Pengaruh Media Games Baamboozle Terhadap Minat Belajar Siswa Materi Bangun Datar Kelas V SD Negeri 205 Palembang Vio Arinda Rahmania; A. Heryanto; Sunedi
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

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Abstract

The research is motivated by the problem that the author has identified, which is the lack of interest in learning among fifth-grade students at SD Negeri 205 Palembang, such as students not focusing on learning, students being less diligent in doing assignments given by the teacher, lack of motivation, taking a long time to do questions and students not being active in asking questions. This study aims to determine the effect of baamboozle games-based learning media on students' interest in learning flat shapes of grade V SD Negeri 205 Palembang. The research method used is the quasi-experimental design method with a nonequivalent control group design. This research was conducted at SD Negeri 205 Palembang with a population of grade V SD totaling 97 with a research sample of 46 students through a sampling technique in this study, namely saturated samples. Data collection techniques in the form of observation, questionnaires and documentation. Data analysis techniques with normality tests, homogeneity tests and hypothesis tests. The results of the study showed that the average results of the posttest scores of the control and experimental classes, namely the control class was 81.0 and the experimental class was 89.5, where the results of the pretest questionnaires of the control class and the experimental class were 57.3 and 60.5 respectively. The results of the hypothesis test obtained a t-count value of 5.073> t-table value of 2.015 or a significance value of t-count 0.001 <significant t-table 0.05, then Ho was rejected and Ha was accepted, meaning that there was a significant influence of baamboozle games-based learning media on students' interest in learning flat shapes in class V of SD Negeri 205 Palembang. It can be concluded that bamboozle games learning media can increase students' interest in learning, because this media is a fun media.

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