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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IMPLEMENTASI PENDEKATAN CRT BERBANTUAN MEDIA KARTU BERGAMBAR UNTUK MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA PADA PESERTA DIDIK KELAS III SD
Anggi Silfianasari;
Budiyono;
Hapsari Dewi;
Yunita Wulandari;
Roy Adi Setiawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18376
The lack of variety in approaches and media used in the learning process has resulted in conventional, teacher-centered learning activities, leading to low student achievement in Indonesian language learning. This study is a classroom action research aimed at improving student achievement through the implementation of the Culturally Responsive Teaching (CRT) approach assisted by picture cards. The research was conducted in two cycles, which included planning, implementation, observation, and reflection stages. The subjects of the study were 24 students from class III-B at SD Labschool Unesa 2. Data were collected from teachers and students through observations and evaluation tests. The data analysis techniques used were both quantitative and qualitative descriptive analyses. The results showed an improvement in student achievement in each cycle. Overall, the average percentage of students' learning mastery in the first cycle was 21%, which then increased to 62% and reached 83% in the second cycle. Based on data analysis, it can be concluded that the CRT approach assisted by picture card media successfully improved student achievement as it met the predetermined success criteria, with more than 80% of students achieving the minimum competency score (KKM) of ≥ 80.
PENGEMBANGAN E-MODUL INTERAKTIF PADA MATA PELAJARAN BIOLOGI KELAS X DI SMA NEGERI 2 BANTAENG
Fatmawati, Nur;
Pattaufi;
Hakim, Abdul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18380
The development of information and communication technology (ICT) has significantly impacted education, introducing more interactive and comprehensive learning methods. This study aims to 1) determine the level of need, 2) design an interactive e-module, and 3) assess the validation and practicality of the interactive e-module. The research employed a Research and Development (R&D) approach using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). Data collection techniques included interviews and questionnaires. The study subjects consisted of 2 validators (a media validator and a content validator), 20 tenth-grade students, and 1 teacher who teaches Biology. Validation results indicate that the developed interactive e-module is highly valid. The feedback from teachers and students suggests that the module is practical. The findings show that this e-module is both highly valid and practical for use in biology education, particularly in teaching abstract topics like viruses.
PROBLEM-BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERBICARA PADA SISWA KELAS V SEKOLAH DASAR: SEBUAH PENELITIAN TINDAKAN KELAS
Anis Wulansari;
Adi Winanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18381
Speaking ability is a driving factor for academic success and enhancing a more positive life. However, speaking ability still has problems such as the 5th grade students of SDN Kutowinangun 01 Salatiga. This study offers the problem-based learning model as a solution. This model has been proven at the high school until college level, so the purpose of this study was to improve speaking skills in primary school level. The research method used was action research based on Kemmis and Mc Taggart, which consists of planning, treatment and observation, and reflection. Data sources were based on direct observation and rubric assessment of speaking ability based on the components of stress, grammar, vocabulary, fluency, and comprehension. The results of descriptive statistics showed that in the pre-cycle stage only 2 students (8%) were classified as speaking skillful out of 24 students. The results of cycle 1 became 11 students (46%) and cycle 2 became 22 students (87%) who were classified as skilled speakers. The results showed that problem-based learning can improve the speaking skills of 5th grade elementary school students.
PENGGUNAAN GAME FUN MATH PROFICIENT SEBAGAI MEDIA PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SDN LAKARSANTRI II/473 SURABAYA
Ardina Fitria Ningtiyas;
Asri Susetyo Rukmi;
Mymin Putri Muldash
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i3.18408
ABSTRAK Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar peserta didik kelas II SDN Lakarsantri II/473 Surabaya dalam pembelajaran matematika materi pecahan melalui penggunaan Game Fun Math Proficient sebagai media pembelajaran. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas Kolaboratif (PTKK) yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah peserta didik kelas II SDN Lakarsantri II/473 Surabaya yang berjumlah 20 orang. Teknik pengumpulan data menggunakan tes, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa penggunaan Game Fun Math Proficient dapat meningkatkan hasil belajar peserta didik kelas II pada mata pelajaran matematika materi pecahan. Hal ini dibuktikan dengan peningkatan persentase ketuntasan belajar peserta didik dari siklus I sebesar 67,86% menjadi 89,29% pada siklus II. Dengan demikian, penggunaan Game Fun Math Proficient dapat dijadikan sebagai alternatif media pembelajaran matematika untuk meningkatkan hasil belajar peserta didik. Kata kunci: Fun Math Proficient, Media Pembelajaran, Hasil Belajar, Matematika.
UPAYA MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) DALAM MENINGKATKAN MINAT BELAJAR MATEMATIKA SISWA
Fatimah, Fety;
Nani Mediatati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18424
In accordance with the research problem that has been formulated, the aim of this research is to find out how much interest in learning mathematics in class IV students at SD Negeri Kalicacing 02 Salatiga has increased after implementing the TGT type cooperative learning model. The hypothesis in this research is "There is an increase in students' interest in learning mathematics subjects in implementing the Teams Games Tournament (TGT) type cooperative learning model in class IV of SD Negeri Kalicacing 02, Salatiga." This research was carried out at SD Negeri Kalicacing 02 Salatiga which is located on JL. Lmu Adisucipto No.06, Rt 1 Rw. 2, Kalicacing, District. Sidomukti, Salatiga City, Central Java, in the second semester. The subjects of this research were fourth grade students at SD Negeri Kalicacing 02 Salatiga. This type of research is Classroom Action Research (PTK). Based on table 3, namely before the implementation of the Team Games Tournament (TGT) type cooperative learning model or pre-cycle, students' interest in learning obtained an average percentage of 53.38%. In cycle I, the implementation of the Team Games Tournament (TGT) type cooperative learning model experienced an increase in student interest in learning. The results of this cycle I action obtained an average percentage of 64.26%. The results of the actions in cycle II also saw an increase in students' interest in learning mathematics. The average percentage gain is 79.19%. The results of this classroom action research show that the Teams Games Tournament (TGT) cooperative learning model is suitable for application in mathematics subjects for fourth grade students at Kalicaing 02 State Elementary School as a solution to the problem of low interest in learning mathematics. Based on the results of research that has been carried out, it is concluded that the Teams Games Tournament (TGT) cooperative learning model can increase interest in learning mathematics in class IV students at SD Negeri Kalicacing 02 in the 2023/2024 academic year. This increase can be seen from the increase in students' interest in learning from Cycle I to Cycle II.
PENGGUNAAN MEDIA SMART BOX UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V-B SDN MANUKAN KULON II/499 SURABAYA
Kholisatun Nabila;
Ulhaq Zuhdi;
Wandik
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18425
This classroom action research was conducted based on the problems found at SDN Manukan Kulon II/499 Surabaya Surabaya. The issue is in the lack of enthusiasm among students towards studying the content of emulating Pancasila conduct, which therefore affects their inferior academic performance. The research aims to enhance student learning outcomes by utilizing Smart Box media to simulate Pancasila behavior in grade V. The study included a sample of 27 kids from fourth to sixth grade at SDN Manukan Kulon II/499 Surabaya. Objective of this study is to examine student learning results. Primary methods of data collecting are observation, testing, and documenting. The study was carried out in two cycle. In cycle I, the highest score obtained was 100 and the lowest was 40, with a class average of 71.5. Students who achieved learning completion were 31%, and students who had not achieved learning completion were 69%. In cycle II, the highest score obtained was 100 and the lowest was 70, with a class average of 88.8. Students who achieved learning completion were 77%, and those who had not achieved learning completion were 23%. Therefore, it can be inferred that the consumption of Smart Box media has the potential to enhance the educational achievements of students in classes V-B at SDN Manukan Kulon II/499 Surabaya on the material of imitating Pancasila behavior in the Pancasila Education subject.
MENINGKATKAN KETERAMPILAN PROSES SAINS DAN KARAKTER WASAKA MENGGUNAKAN MODEL PROBLEM BASED LEARNING DAN TAKE AND GIVE PADA MUATAN IPA KELAS 5 SDN TATAH BELAYUNG BARU
Farras Nur Rania;
Muhsinah Annisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18426
The problem in this study is the low science process skills and WASAKA character (discipline character and hard work character) of students in science subjects. The purpose of this study is to describe teacher activities, analyze science process skills, student activities, WASAKA characters and student learning outcomes. This study uses 2 approaches, namely quantitative and qualitative, with clear Classroom Action Research (CAR) which is carried out in four meetings. The subjects of the study here are grade 5 students of the even semester of SDN Tatah Belayung Baru. This study uses qualitative and quantitative data. The results of this study indicate that teacher activities are carried out to reach a value of 97% with a very good category, students' science process skills reach a percentage of 100% with a very skilled category, student activities are carried out to reach a percentage of 93% with a very active category, students' cognitive learning outcomes reach a percentage of 100% with a complete category, affective learning outcomes reach 100% with a cultural category and psychomotor learning outcomes reach 100% with a very good category. Based on this research, it can be concluded that using the Problem Based Learning, Take and Give model can improve the Science Process Skills and WASAKA character of grade 5 students in science content.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN PLATFORM LUMIO BY SMART UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SMP NEGERI 40 SURABAYA
Intan Maulina, Safira;
Agus Sutedjo;
Pras Setyawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18427
The problem currently being faced in social studies learning for class IX-E of SMP Negeri 40 Surabaya is that 17 out of 31 students or around 54.83% (fifty four point eighty three percent) of students have not reached the Learning Goal Achievement Criteria (KKTP). So this has a continuous impact on students' knowledge and hampers the process of achieving classical completion. So this research was carried out with the aim of improving the learning outcomes of class IX E students at SMP Negeri 40 Surabaya through the application of the Problem Based Learning (PBL) learning model which is supported by the Lumio by Smart digital learning platform. This Classroom Action Research (PTK) was carried out in two cycles, each of which consisted of planning, implementation, observation and reflection stages. The research results showed a significant increase in student learning outcomes. In the pre-cycle, the average learning outcome reached 60.32 with classical completeness of 45.16%. After implementing the first cycle, the average learning outcome increased to 74.67 with classical completeness of 58.06%. In the second cycle, learning outcomes increased more significantly with an average of 85.48 and classical completeness reached 93.54%. The conclusion of this research is that the application of the PBL model supported by Lumio by Smart effectively improves student learning outcomes, as well as having a positive impact on their involvement and motivation in the learning process.
PENERAPAN METODE GAMIFIED LEARNING BERBASIS MEDIA PLATFORM EDUCAPLAY UNTUK MENINGKATKAN KEAKTIFAN BELAJAR PADA SISWA KELAS V SDN DUPAK 1 SURABAYA
Putri Atika;
Roni Rodiyana;
Dwi Natalia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18429
This research was motivated by the lack of active learning among class V students at SDN Dupak 1 Surabaya. This happens because teachers are still too monotonous in applying learning methods and media. The aim of this research is to increase student learning activity in the classroom learning process through the application of a gamified learning method based on the interactive educational game Educaplay. This research uses the Classroom Action Research method in two cycles. Each cycle is carried out with four stages of activity, namely planning, action, observation and reflection. The subjects in this research were class V students at SDN Dupak 1 Surabaya with a total of 30 students. The results of the pre-cycle research showed that the average result of student activity was 34.9%, while in cycle I the percentage was 56.7% and increased by 80.7% in cycle II. Thus, it can be concluded that the use of gamified learning methods based on the Educaplay media platform can increase the learning activity of class V students at SDN Dupak 1 Surabaya.
PENERAPAN PENDEKATAN TaRL BERBASIS MODEL PEMBELAJARAN BASED LEARNING DENGAN MEDIA PEMBELAJARAN WORD WALL UNTUK MENINGKATKAN KEAKTIFAN PESERTA DIDIK
Rukmana Putri, Radianti;
Rodiyana, Roni;
Natalia, Dwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.18431
This research is motivated by the low level of learning of students at SDN Dupak 1 Surabaya because the learning methods used by teachers are less varied, namely lectures and questions and answers, so that students are less active in learning activities. The use of the Teaching at the Right Level (TaRL) approach based on Problem Based Learning (PBL) towards the use of the PBL learning model is intended so that students play a greater role in solving problems actively and collaboratively in their group members. Therefore, there needs to be innovative learning that encourages students to be actively involved in the learning process, namely the use of wordwall learning media. PTK is carried out with four important stages, namely observation, observation, test results through learning quizzes, and documentation. Classroom action research with research subjects of class IV-D students at SDN Dupak 1 Surabaya totaling 25 students consisting of 14 males and 11 females. The data collection method in this study used observation and documentation. The instrument used was the student activity observation sheet.