Pendas : Jurnah Ilmiah Pendidikan Dasar
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.
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Pengaruh Implementasi Metode Community Language Learning (CLL) Pada Pembelajaran Bahasa Inggris di Sekolah Dasar
Aris Harja Kusuma, Aris;
Herlina Usman, Herlina;
Mahmud Yunus, Yunus
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
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DOI: 10.23969/jp.v10i02.25182
Penelitian ini bertujuan untuk mengkaji efektivitas pendekatan pembelajaran kolaboratif dalam meningkatkan keterampilan berbicara Bahasa Inggris siswa kelas lima di SDN Menteng 01 Jakarta Selatan. Penelitian ini menggunakan metode kuantitatif dengan teknik pengumpulan data berupa angket dan dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa siswa mengalami peningkatan kelancaran dan ketepatan berbicara, merasa lebih percaya diri dan nyaman dalam menyampaikan ide, serta menunjukkan partisipasi aktif dan keterlibatan emosional selama pembelajaran. Temuan ini menunjukkan bahwa pembelajaran kolaboratif yang difasilitasi oleh guru memberikan pengaruh positif terhadap perkembangan kognitif, afektif, dan psikomotorik siswa dalam pembelajaran Bahasa Inggris
UPAYA MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK KELAS 3 SD NEGERI POLOKARTO 01 MELALUI PENERAPAN PAPAN SKOR BERBASIS GAMIFIKASI ALA MOBILE LEGENDS
Siti Yulaika;
MS Khabibur Rahman;
Painem
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
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DOI: 10.23969/jp.v10i2.25187
This study aims to describe the results of increasing the learning motivation of SD Negeri Polokarto 01 students after being given actions in the form of a gamification-based scoreboard method or strategy in the style of Mobile Legends and using Classroom Action Research, which was carried out twice. The subjects in this study are 3rd-grade students of SD Negeri Polokarto 01, totaling 20 students. The results of the research percentage in the first cycle of questionnaire answers were only 23% of students with high learning motivation and 20% with sufficient learning motivation. Meanwhile, it is known that 30% of students have less motivation to learn, and 27% of students do not have the motivation to learn. The observation results showed that students' interest in learning was still low, not disciplined, and the classroom atmosphere was noisy outside the learning context. The cycle continued in phase II and obtained results of 59% of students with high learning motivation and 27% with sufficient learning motivation. Meanwhile, it is known that 8% of students have less motivation to learn, and 6% of students are not motivated in learning. Observations show that students' interest in learning increases, discipline increases, and in-person learning is conducive.
ARTSTEP VIRTUAL EXHIBITION: SOLUSI KREATIF UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN PANCASILA
Munir, Zahra Alfirdausy;
MS Khabibur Rahman;
Universitas Veteran Bangun Nusantara Sukoharjo
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
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DOI: 10.23969/jp.v10i2.25188
The development of digital technology offers new opportunities to improve the quality of learning in elementary schools, so teachers must be able to utilize technology to support learning activities. There are several technology-based media that teachers can use, one of which is the ArtStep Virtual Exhibition. This study aims to find out the effectiveness of the ArtStep Virtual Exhibition digital media in improving students' motivation and academic achievement in the Pancasila Education subject. The research methodology used is Classroom Action Research (CAR), which consists of two cycles. The analysis results showed a significant increase from cycle 1 to cycle 2. In cycle 1, the average student score was 58.57, most of whom were in the "Very Poor" and "Poor" classifications. After the implementation of the ArtStep Virtual Exhibition media, the average score increased to 77.14 in cycle 2, with the majority of students (60.71%) classified in the "Very Good" category, thus eliminating students in the "Very Poor" category. ArtStep media, which dynamically combines visual, auditory, and textual components, has successfully fostered a conducive learning environment, increased motivation, and encouraged the development of character and national values. This study recommends using digital interactive media as one of the options in Pancasila Education to improve learning outcomes more effectively.
Pengaruh Model Pembelajaran Two Stay Two Stray (TSTS) Terhadap Hasil Belajar IPAS Siswa Kelas V SDN 180 Bottobenteng Kabupaten Wajo
Sudarto, Sudarto;
Muh. Idris Jafar;
Saskia Noviyanti
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
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DOI: 10.23969/jp.v10i2.25190
This study is an experimental study that aims to determine whether the use of the Two Stay Two Stray (TSTS) model has an effect or not on the learning outcome of IPAS in the 5th Grade students of SDN 180 Bottobenteng. The research design used is One-Group Pretest Postest Design. The population in this study were all of the 5th Grade students of SDN 180 Bottobenteng with a sample of 17 students selected based on the saturated sample technique. The data collection technique used was a test to determine the results of the students' learning outcome of IPAS before and after using the Two Stay Two Stray model. The data analysis used was descriptive and inferential statistical analysis. Results: from the descriptive statistical analysis, the average pretest was of 60.00 and the average posttest was of 80.5, from the inferential analysis using the paired sample t-test with a significance level of 5%, tcount (16.11)> ttable (2.12) was obtained, which means that H0 is rejected and H1 is accepted, which means that the students' IPAS learning outcomes before and after using the Two Stay Two Stray model are significantly different. Conclusion: because the average of the students' learning outcomes of IPAS after using the Two Stay Two Stray model (posttest) is higher than the average of students' IPAS learning outcomes before using the Two Stay Two Stray model (pretest) and is significantly different, it can be concluded that the Two Stay Two Stray model has an effect to improving the IPAS learning outcomes of the 5th Grade of SDN 180 Bottobenteng, Wajo Regency.
Pengaruh penerapan model project based learning pada mata pelajaran matematika terhadap hasil belajar kelas 5 SDN Kedensari 1
putri nuzuliah rokhmah;
Nurul Aini, S.Pd, M.Pd
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
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DOI: 10.23969/jp.v10i02.25191
ABSTRACT The low academic achievement of students in geometry topics indicates the need for innovation in instructional methods. This study aims to evaluate the impact of implementing the Project Based Learning (PjBL) model on students' learning outcomes at SDN Kedensari 1. The research employed a quantitative approach with a one-group pretest-posttest design. The research instrument was validated by expert and tested on 30 items, of which only 12 were found to be valid and reliable, with a Cronbach’s Alpha value of 0.858. Pretest and posttest were administered to 17 students as the main data. Normality test results showed that the posttest data were not normally distributed, leading to the use of the Wilcoxon Signed-Rank Test. The analysis revealed a significant improvement between pretest and posttest scores (sig. = 0.00 < 0.05). All students demonstrated academic improvement, with no score decreases observed. The implementation of the PjBL model effectively promoted active student engagement and enhanced conceptual understanding. These findings suggest that PjBL is an effective approach for teaching mathematics at the elementary school level.
STRATEGI GURU DALAM MENGEMBANGKAN MODEL PEMBELAJARAN SOSIAL EMOSIONAL MELALUI PENERAPAN KURIKULUM MERDEKA ANAK USIA DINI DI TK AISYIYAH 1
Suriati;
Hasan, Ihlas;
Ramadhan, Sahrul
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
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DOI: 10.23969/jp.v10i2.25192
This research aims to describe teachers' strategies in developing a social emotional learning model through the implementation of the Merdeka Curriculum for early childhood at Aisyiyah Kindergarten 1. The approach used is descriptive qualitative with data collection techniques in the form of observation, interviews and documentation. The research results show that teachers at Kindergarten Aisyiyah 1 implement various child-centered learning strategies, such as daily habits, role-playing activities, and small group discussions that encourage children to recognize, manage, and express emotions positively. The Merdeka Curriculum provides flexibility for teachers in designing activities that suit children's social and emotional development needs. In conclusion, the implementation of the Independent Curriculum provides wider space for teachers to integrate social and emotional values into learning contextually and meaningfully
MENGINTEGRASIKAN OLTRAD EGRANG DALAM PEMBELAJARAN BERBASIS PROYEK UNTUK MENINGKATKAN KESADARAN BUDAYA BAGI SISWA KELAS IV SDN 001 BARONG TONGKOK
Riska;
Zulkarnaen
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
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DOI: 10.23969/jp.v10i02.25193
This study aims to develop and implement a Project-Based Learning (PjBL) model in the teaching of Science and Social Studies (IPAS) for Grade IV students at elementary school, incorporating the theme of local wisdom through the traditional game egrang. The learning model is designed to increase students’ active participation, foster a love for local culture, and develop motor skills and teamwork through contextual and enjoyable activities. The research employs a Classroom Action Research (CAR) method conducted in three cycles at SD Negeri 001 Barong Tongkok, Kutai Barat Regency, involving 27 students (15 boys and 12 girls). The PJBL implementation followed six stages: (1) formulating essential questions, (2) collaboratively designing the project, (3) practicing the egrang game directly in the field, (4) monitoring and guiding students throughout the project, (5) evaluating the learning process and outcomes, and (6) presenting the project results through demonstrations. Learning resources included a Grade IV IPAS textbook and educational videos from YouTube projected using an LCD projector. Assessment was conducted both formatively and summatively. The results showed that implementing the PJBL model through direct practice was highly effective. Out of 27 students, 24 demonstrated significant improvement in motor skills, courage, and understanding of local culture. Although 3 students still required additional assistance in mastering basic egrang techniques, they showed positive progress throughout the learning process. In conclusion, the direct-practice-based PJBL model is highly suitable for IPAS learning with a local wisdom theme. It is recommended that egrang activities be integrated into national celebration events such as Independence Day (August 17th), Youth Pledge Day, or Cultural Day, to encourage ongoing student participation and support the preservation of traditional games as part of national cultural heritage.
PENGEMBANGAN BAHAN AJAR FLIPBOOK CERITA BERGAMBAR BERBANTUAN APLIKASI CANVA PADA MATERI BHINEKA TUNGGAL IKA KELAS IV DI SDN 16 INDRALAYA
Qismila Uswatun Hasanah;
Siti Dewi Maharani
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
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DOI: 10.23969/jp.v10i02.25204
Penelitian ini bertujuan untuk mengembangkan bahan ajar flipbook cerita bergambar berbantuan aplikasi Canva pada materi Bhineka Tunggal Ika untuk siswa kelas IV di SDN 16 Indralaya. Metode yang digunakan adalah penelitian pengembangan model ADDIE yang terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri dari 5 siswa pada uji coba kelompok kecil dan 15 siswa pada uji coba kelompok besar. Hasil validasi ahli materi menunjukkan tingkat validitas sebesar 62,5% (valid), ahli media sebesar 90,6% (sangat valid), dan guru praktisi sebesar 93,75% (sangat valid). Uji coba kelompok kecil menghasilkan skor kemenarikan 94%, sedangkan kelompok besar mencapai 92,6%, keduanya termasuk kategori sangat menarik. Temuan ini menunjukkan bahwa bahan ajar flipbook berbantuan Canva mampu meningkatkan minat dan keterlibatan siswa dalam pembelajaran, serta relevan dengan prinsip pembelajaran yang berpusat pada siswa dalam Kurikulum Merdeka.
PENGEMBANGAN MEDIA VIDEO ANIMASI BERBASIS SAINTIFIK DENGAN APLIKASI CANVA PADA TEMA PERUBAHAN CUACA KELAS III SD
Ramadhani, Windy;
Nurmairina
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
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DOI: 10.23969/jp.v10i02.25206
This study aims to develop a product and determine the feasibility of a product and be able to find out student responses to scientific-based animated video media with the Canva application. This research also uses the Research and Development development model with the ADDIE model. The instrument used in this research is a questionnaire given to material expert validators, media experts, teachers and students. This research uses five stages, (1) Analysis stage, namely analyzing needs, media and material. (2) design stage, namely designing media according to needs. (3) development stage, which is making media according to the material that has been analyzed. The subjects in the study were material expert validators and media expert validators. Based on the results of the validation test, a percentage value of 95% from material experts and 88% from media experts was obtained. Which is where the percentage can be declared very valid / very feasible. (4). The implementation stage, namely testing the media directly to schools to get responses from teachers and students during learning. Based on the results of the data obtained from the teacher's response, the percentage score of 87% is categorized as very valid / very feasible and the student response of 19 students is at a percentage of 84% including in the feasible / valid category. While 6 other students are at a percentage of 16% included in the very valid category. These results state that scientific-based animated video learning media can provide new information, make it easier for students to understand the material, increase motivation, make it fun, and are easy to use. (5). The evaluation stage, at this stage it can be concluded that this scientific-based animated video media has very good quality and is feasible, so it can be used by teachers and students for learning.
PENGARUH DISIPLIN BELAJAR DAN RASA INGIN TAHU TERHADAP PRESTASI BELAJAR IPA SISWA KELAS V SEKOLAH DASAR
Verny Nur Hoiriyah;
Yantoro;
Ahmad Syarif
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
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DOI: 10.23969/jp.v10i02.25207
Penelitian ini bertujuan untuk (1) Mengetahui pengaruh kedisplinan belajar terhadap prestasi belajar dalam mata pelajaran IPA. (2) Mengetahui pengaruh rasa ingin tahu terhadap prestasi belajar dalam mata pelajaran IPA. (3) Mengetahui pengaruh kedisplinan belajar dan rasa ingin tahu terhadap prestasi belajar dalam pelajaran IPA. Meode penelitian menggunakan metode kuantitatif dengan desain teknik skala ex-post facto. Populasi penelitian ini sebesar 57 siswa kelas V dari Sekolah Dasar Negeri 55/I Sridadi. Tetapi sampel yang digunakan untuk penelitian ini 50 siswa. Teknik sampling yang akan digunakan, yaitu teknik sampling acak (random sampling). Pengumpulan data penelitian ini adalah kuantitatif dengan teknik skala ex-post facto. Skala tersebut digunakan untuk mengungkap data variabel disiplin belajar, rasa ingin tahu dan prestasi belajar, maka disediakan empat pilihan jawaban, yaitu selalu, sering, kadang-kadang, dan tidak pernah. Hasil penelitian menunjukkan bahwa (1) Disiplin belajar berpengaruh positif dan signifikan terhadap prestasi belajar siswa mata pelajaran IPA Kelas V Sekolah Dasar Negeri 55/I Sridadi. Kesimpulan tersebut dibuktikan dengan kontribusi pengaruh variabel disiplin belajar siswa yaitu sebesar 3% dengan nilai F hitung 3.643 dan memiliki nilai signifikansi sebesar 0.033. (2) Rasa ingin tahu berpengaruh positif terhadap prestasi belajar siswa mata pelajaran IPA kelas V Sekolah Dasar Negeri 55/I Sridadi. Kesimpulan tersebut dibuktikan dengan kontribusi pengaruh variabel rasa ingin tahu siswa yaitu sebesar 20% dengan nilai Fhitung 2.834 dan memiliki nilai signifikansi sebesar 0.050. (3) Disiplin belajar dan rasa ingin tahu secara bersamaan berpengaruh positif terhadap prestasi belajar siswa mata pelajaran IPA Kelas V Sekolah Dasar Negeri 55/I Sridadi. Kesimpulan tersebut dibuktikan dengan kontribusi pengaruh variabel yaitu sebesar 33.1% dengan nilai Fhitung 11.201 dan memiliki nilai signifikansi sebesar 0.000.