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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
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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 14,725 Documents
PENGEMBANGAN MEDIA DOMINO CARD STATES OF MATTER PADA PEMBELAJARAN IPAS KELAS IV SD Vico Ali Fairuz Assina; Holy Ichda Wahyuni; Deni Adi Putra
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.v10i02.25763

Abstract

Learning media is one of the key elements in supporting learning continuity. The purpose of this research is to produce valid, practical, effective media in the context of learning. This research is a development research (Research and Development), namely the development of learning media in the form of domino card states of matters IPAS Class IV SD with the ADDIE model (analysis, design, development, implementation, and evaluation). The results of the validity test conducted by two media experts showed an average percentage of 94% and also 98% and the category “very valid”. while the test of the material expert reached a percentage of 98% in the same category. For the practicality test, researchers involved teachers and students to conduct a practicality test assessment with the percentage results from teachers and students of 89% in the “very practical” category. The effectiveness test of this media was conducted on grade IV students by conducting a learning outcome test which obtained a percentage of classical completeness of 79% with the category "very effective. Thus, based on these results, the domino card states of matter learning media can be said to be feasible to use because it has been tested for validity, practicality, and effectiveness.
PENGEMBANGAN MEDIA INTERAKTIF PEMBELAJARAN COMPUTATIONAL THINKING “JEJAKLOGIKA” UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA SMP Adipura, Laksamana; Handayani, Anik; Srini
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.v10i2.25770

Abstract

Computational Thinking (CT) is a fundamental problem-solving approach in the digital era, involving skills such as decomposition, pattern recognition, abstraction, and algorithmic thinking. This study aims to develop an interactive learning media called JejakLogika, designed to enhance junior high school students’ critical thinking skills through the CT approach. The research employed a Research and Development (R&D) methodology using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and was conducted with seventh-grade students at SMPN 22 Malang. Validation results indicated that the learning media received an "excellent" rating from subject matter experts (92%), media experts (94%), and small-scale trial users (84%). The JejakLogika interactive media successfully integrates CT skills within a web-based platform featuring educational games such as Match Up, Group Sort, Whack-a-Mole, and Rank Order. The findings suggest that this learning media fosters an interactive and engaging learning environment, while simultaneously increasing students' motivation and interest in CT content. JejakLogika can be implemented as an alternative solution to address the low critical thinking skills among junior high school students and the challenges teachers face in integrating CT concepts into classroom instruction.
ANALISIS PENGGUNAAN MEDIA PEMBELAJARAN ”GOOGLE FORM” TERHADAP EFEKTIVITAS PEMBELAJARAN PASCA PANDEMI COVID-19 DI SMP NEGERI DAN SWASTA Khoiri Yahya Afifah; Zaenal Abidin; Harsono; Budi Murtiyasa
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.v10i02.25771

Abstract

This study aims to determine the effectiveness of using Google Forms for assignment submission in post-pandemic learning at public and private junior high schools. It is a qualitative study conducted through a non-experimental survey to explore students' perceptions from both public and private schools using several methods, including questionnaires, observation, and document analysis. The objectives of this study are to understand students' preferences regarding assignment submission methods, identify the advantages and disadvantages of Google Forms as a learning tool in enhancing student engagement and comprehension, and develop recommendations for educators and school institutions on optimizing the use of Google Forms as an educational medium. The subjects of this research are students from Public JHS 20 Surakarta and Private JHS Islam Program Khusus Muhammadiyah Delanggu Klaten. The results indicate that students prefer submitting assignments offline or in person, suggesting that the offline method is perceived as more effective than using Google Forms for assignment submission
PENERAPAN MODEL PEMBELAJARAN SSCS (SEARCH, SOLVE , CREATE, AND SHARE) DALAM MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SMP Ramadhani, Lolita; Handayani, Anik Nur; Srini
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.v10i2.25774

Abstract

This study aims to analyze the implementation of the SSCS (Search, Solve , Create, Share) learning model in enhancing junior high school students' computational thinking skills. The reSearch employed a mixed methods approach with a descriptive design. The reSearch subjects consisted of 30 seventh-grade students from SMP Negeri 22 Malang and an Informatics subject teacher. The reSearch instruments included teacher observation sheets for managing learning, student activity observation sheets, student response questionnaires, and pretest and posttest  assessments to measure improvements in computational thinking abilities.The results showed that the teacher effectively managed the learning process, rated as excellent in the Search and Share phases, and good in the Solve  and Create phases. Observations of student activities indicated high levels of engagement, with participation rates reaching 93% in the Search phase and 90% in the Share phase. Students' responses to the SSCS model were very positive, with average questionnaire scores above 4 on almost all indicators. Meanwhile, the pretest and posttest  results analyzed using the N-gain   method yielded an average score of 0.6394, categorized as moderate improvement. It can be concluded that the implementation of the SSCS learning model is effective in enhancing junior high school students’ computational thinking skills, as indicated by active student engagement, positive responses to the model, and a significant improvement in learning outcomes.
DAMPAK PSIKIS PESERTA DIDIK SMP NEGERI 1 MARTAPURA TERHADAP PEMBELAJARAN PJOK DI SIANG HARI Giriyanto, Ega Bintang; Nurdiansyah; Edwin Wahyu Dirgantoro
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.v10i02.25775

Abstract

The influence of PJOK learning hours on the psyche of students also needs to be considered. PJOK learningthat is carried out during the day can make studentsfeel tired and less motivated. This study aims todetermine the psychological impact of SMP Negeri 1Martapura students on PJOK Learning during the day.The research sample used in this study consisted of157 students of SMP Negeri 1 Martapura consisting ofclasses VII B, VIII A, VIII C, IX F, IX G. This type ofresearch is quantitative descriptive. The data collectioninstrument uses a questionnaire that is distributed tothe students. From the results of the study, it wasobtained that the majority of students' psychologicalimpact on PJOK learning during the day was in the high category, which was 104 people or 66.2% of thetotal sample of 157 students. Other results were 31people or 19.7% in the medium category and 20people or 12.7% were in the very high category. This iscertainly a problem where only 2 people or 1.3% are inthe low category.
IMPLEMENTASI METODE TEAMS GAMES TOURNAMENT (TGT) TERHADAP PEMBELAJARAN INFORMATIKA SMP MATERI BERFIKIR KOMPUTASIONAL Kirom, M; Handayani, Anik Nur; Srini
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.v10i2.25777

Abstract

This study aims to evaluate the effectiveness of implementing the Teams Games Tournament (TGT) method in Informatics learning at the junior high school level, particularly in the topic of computational thinking. A mixed-methods approach was employed, combining quantitative and qualitative methods through a quasi-experimental design involving two student groups: an experimental group using the TGT method and a control group employing conventional teaching methods. The findings indicate that the implementation of TGT significantly improves students’ learning outcomes and creative thinking skills. Data analysis revealed that students in the experimental group achieved higher average scores compared to those in the control group, suggesting that the TGT method is effective in enhancing student motivation and participation in the learning process.
IMPLEMENTASI GAMIFIKASI PADA PEMBELAJARAN BERPIKIR KOMPUTASIONAL SEBAGAI UPAYA PENINGKATAN HASIL BELAJAR SISWA Damayanti, Masyita; Handayani, Anik Nur; Srini
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.v10i02.25778

Abstract

This study aims to analyze the effectiveness of a gamification-based learning model in enhancing students’ learning outcomes in the subject of Computational Thinking. The research background highlights the persistent use of conventional instructional methods in Informatics education, which has led to low student engagement, limited creativity, and underdeveloped critical thinking skills. The study employed a quantitative approach with a quasi-experimental design using a One Group Pretest-Posttest model. The research subjects consisted of 30 seventh-grade students at SMP Negeri 22 Malang during the 2024/2025 academic year, selected through purposive sampling. The research instruments included learning achievement tests validated through expert judgment, validity testing, and reliability analysis. Data were analyzed using the Shapiro-Wilk normality test, paired sample t-test, and N-Gain analysis. The results indicated a statistically significant difference between pretest and posttest scores (p < 0.05), with an average N-Gain score of 0.33, categorized as moderate. These findings suggest that the implementation of a gamification-based learning model is moderately effective in improving student learning outcomes, particularly in developing Computational Thinking competencies.
PEMANFAATAN PEMBELAJARAN DIFERENSIASI DALAM MATA PELAJARAN INFORMATIKA UNTUK MENDUKUNG KURIKULUM MERDEKA Ardiansyah, Lucky; Handayani, Anik Nur; Srini
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.v10i2.25780

Abstract

This study aims to enhance student engagement, participation, and comprehension through differentiated instruction based on gamification using the Wordwall and Kahoot platforms in Informatics lessons for 7th-grade students at SMPN 22 Malang. The research employed Classroom Action Research (CAR) with both qualitative and quantitative approaches conducted over multiple cycles. The findings indicate that this strategy effectively increased student involvement, as evidenced by higher observation scores and improved post-test results. Most students responded positively to technology-based learning, particularly in terms of activeness and participation. Challenges included technical issues and student adaptation to the new method, which were mitigated through early technical assistance, simplified instruction, and personalized support. Gamified learning created a more engaging and enjoyable classroom environment and supported the implementation of Kurikulum Merdeka, which accommodates diverse student needs. The outcomes contribute to the development of more innovative and responsive teaching strategies in Informatics and serve as a model for similar implementations in other schools.
PERAN MODUL PEMBELAJARAN INOVATIF UNTUK MENINGKATKAN PEMAHAMAN BELAJAR MANDIRI SISWA SEKOLAH DASAR Denia Marsha Khaerunisha; Faza Zakiyyan; Nada Savaira Raihana; Sofyan Iskandar
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.v10i02.25785

Abstract

This study aims to analyze the role of innovative learning modules in improving the understanding of independent learning of elementary school students. Elementary education is an important phase in building the foundation of students' knowledge, but many students have difficulty understanding the material due to less interesting learning methods. The use of innovative learning modules is one effective solution to overcome this problem. This module is systematically designed to encourage students to learn independently through various media such as digital books, learning videos, and interactive applications. Literature studies are used as a research method to collect data from various library sources related to the concept of innovative learning, learning independence, and the development of learning modules. The results of the analysis show that innovative learning modules play an important role in improving students' understanding through the presentation of more interesting, interactive, and applicable materials. This module also helps students develop critical and creative thinking skills and increases learning independence. However, its implementation in elementary schools still faces challenges such as limited access to technology and teacher readiness in compiling learning modules. Therefore, infrastructure support, teacher training, and module development that are in accordance with student needs are needed to optimize the effectiveness of innovative module-based learning. Keywords: Innovative learning modules, learning independence, elementary schools, interactive learning, literature.
HAKIKAT BELAJAR ABAD KE-21 DALAM MENGINTEGRASIKAN KETERAMPILAN, PENGETAHUAN, DAN TEKNOLOGI SISWA SEKOLAH DASAR Sofyan Iskandar; Dila Nurpadilah; Fitri Rohmatul Aulia; Isti, Istiba Hikmatul Anwar
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.v10i2.25786

Abstract

This study aims to describe the essence of 21st-century learning in the context of integrating skills, knowledge, and technology in elementary school settings. This research employs a descriptive qualitative method using a literature review approach to analyze various relevant sources related to 21st-century education. The main focus is on how the learning process at the elementary level can accommodate the development of critical thinking, creativity, communication, and collaboration skills (4C), supported by the use of digital technology as a learning tool. The analysis reveals that 21st-century learning requires a paradigm shift from teacher-centered to student-centered learning, where teachers act as facilitators. The integration of technology plays a crucial role in encouraging students to actively seek, process, and apply information in real-life contexts. Therefore, a flexible, participatory, and future-oriented learning design is essential.

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