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.
Articles
14,725 Documents
EFEKTIVITAS PENERAPAN MEDIA PEMBELAJARAN KOMIK IPA TERHADAP HASIL PEMBELAJARAN IPA PESERTA DIDIK KELAS IV SEKOLAH DASAR
Wira Zain Amrullah, Lalu;
Irawan Zain, Moh;
Ramadhani, Miatun
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.v10i02.27695
The goal of this research is to ascertain how well science comic media application affects fourth-grade elementary school students' science learning results. This kind of study uses a nonequivalent control group design and is quantitative in nature, with a quasi-experimental design. Students in grade IV at SDN 37 Cakranegara served as the study's subjects. Saturated sampling, a non-probability sampling approach, was the method employed. The independent sample t test was employed as the hypothesis test, and the normality and homogeneity tests were prerequisites that had to be satisfied. With an effect size value of 1.005, the independent sample t-test findings showed that Ha is accepted and H0 is rejected with a t count> t table value of 3.179> 2.024 and a sig. (2-tailed) value <0.05, specifically 0.003 <0.05. The use of science comic media to the science learning outcomes of fourth-grade students at SDN 37 Cakranegara has been found to be successful, according to the study's findings.
PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA TERHADAP HASIL BELAJAR PPKn SISWA SMA N 12 PEKANBARU
Wahyu Ramadhani;
Sri Erlinda;
Supentri
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.v10i2.27700
The quality of education in Indonesia must be improved, in accordance with the national education goals set out in the law. Students have substandard learning outcomes due to the learning process that takes place, which is mostly centered on the teacher as the main source. Interactive learning media is one of the choices in many media and learning resources, interactive learning media can help students understand the material with an attractive display. The purpose of this study was to determine the effect of using canva-based interactive learning media on Civics learning outcomes. Research methods are used to answer the formulation of problems and test the hypotheses that researchers do. In the research that the researchers conducted, the researchers used the Quasi Experimental Design method, namely seeing the results of the experimental class and control class whether there was a change. The research design form uses the Pretest-Posttest Control Group Design form. Data analysis was carried out using the calculation of the independent sample T-Test test obtained titung = 3.796 then determine df with the n-2 formula. The sample in this study was 72 so that df = 72-2 = 70. Based on df 70 at a significance level of 5%, ttable = 1.666 was obtained. This shows that the hypothesis in this study is accepted with tcount> ttable (Ha is accepted and H0 is rejected). So it can be concluded that there is an effect of interactive learning media on learning outcomes.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS GAME EDUKATIF PADA MATERI NILAI – NILAI PANCASILA KELAS V SDN SAMBIREJO 1
Aurora Alfitri Damayanti Siswanto;
Frans Aditia Wiguna;
Kukuh Andri Aka
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.v10i2.27701
This research aims to develop an product Interactive learning Media Based on Educational Games on Pancasila Values Material . This research uses the Research and Development research method. The ADDIE development model consists of five stages, namely 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. Based on the results of this research, it can be seen that the Interactive Media Based on Educational Games has an average validity value from material experts and media experts of 90% which can be said to be very valid, the practicality value from the average practicality value for teachers and students is 97,1% which can be said to be very practical, the effectiveness value from the results of limited trials and extensive trials through post-test questions received a value of 91,25% which means it is very effective. Interactive Media Products Based on Educational Games on Pancasila Values obtained very valid, very practical and very effective results to use.
PENGEMBANGAN MEDIA KOMIK INTERAKTIF UNTUK MENINGKATKAN KEMAMPUAN LITERASI BACA SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS III SD INPRES 2 MARIA
Afrinah;
Muh. Rijalul Akbar;
Mirham Nurul Hairunis
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 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.v10i02.27716
This study aims to develop and evaluate the effectiveness of interactive comic learning media to improve reading literacy skills of third-grade students at SDN Inpres 2 Maria in the Indonesian Language subject. Reading literacy is an essential skill that supports learning success, and the use of engaging learning media is believed to enhance students’ motivation and learning outcomes. This research employs a Research and Development (R&D) method using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The study population consists of third-grade students at SDN Inpres 2 Maria, with a small group trial (10 students) and a large group trial (20 students). Data were collected through expert validation questionnaires, teacher and student responses, as well as reading literacy tests (pre-test and post-test). The results of media and material validation showed a very feasible category with percentages above 90%. The responses from teachers and students toward the media were also very positive, with a percentage of 86%. Effectiveness testing using N-Gain analysis indicated a high improvement in students’ reading literacy skills (N-Gain = 0.83). These findings suggest that interactive comic media is effective in enhancing students’ reading literacy skills and serves as an innovative and engaging alternative learning media in the digital era. The ADDIE model proved to be effective in developing learning media that is valid, practical, and effective for use in elementary schools.
EVALUASI KEBIJAKAN PEMBIAYAAN PENDIDIKAN TINGGI: IMPLIKASI BAGI KESETARAAN SOSIAL
Nordianus WIlfridus;
Masduki Ahmad;
Heni Rochimah
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.v10i02.27718
Abstract Higher education is a strategic instrument for promoting social mobility and national development. However, inequality in access due to uneven funding policies poses a serious challenge to achieving social equity. This article evaluates higher education funding policies in Indonesia through a literature review, focusing on BOPTN, KIP-K, and UKT schemes. The findings indicate the persistence of structural and socio-economic barriers that exclude vulnerable groups. Policies have not fully ensured social equity due to disparities in resource distribution, transparency, and implementation effectiveness. Reform grounded in social justice and enhanced monitoring systems is needed. This study contributes to the development of a more inclusive and equitable higher education policy. Keywords: higher education funding, social equity, public policy, education access
PEMBIAYAAN PENDIDIKAN DASAR (SEKOLAH DASAR) DAN PERMASALAHNYA
Ananda, Rizki;
Septira, Difva;
Putri Nursida Aini;
Rahmawati, Adinda
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.v10i2.27720
Financing in basic education, particularly at the primary school level, represents a fundamental component of the national education system. It plays a critical role in enhancing the quality of educational services and promoting equitable access for all segments of the population. Despite the government’s efforts to provide various funding mechanisms-such as the Special Allocation Fund (DAK), the School Operational Assistance (BOS), and other financial resources-the implementation of education financing continues to encounter significant challenges. Key issues include disparities in fund distribution between regions, delays in budget disbursement, inadequate transparency and accountability in financial management, and limited managerial capacity at the school level. Additionally, the socio-economic conditions of local communities and the extent of local government involvement significantly influence the effectiveness of fund utilization. Therefore, a comprehensive evaluation of existing financing policies is essential, alongside efforts to strengthen the competencies of school administrators and improve monitoring and oversight systems. These strategic measures are necessary to ensure the realization of a basic education system that is equitable, inclusive, and of high quality on a sustainable basis.
EFEKTIVITAS MEDIA AUDIOVISUAL KOSWA (KOSAKATA JAWA) DALAM MENINGKATKAN KEMAMPUAN MEMBACA KOSAKATA BAHASA JAWA KELAS II SD NEGERI 1 GUYANGAN
Amran Dzaki Mubarok, Muhammad;
Dwiana Asih Wiranti;
Abdullah Efendi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 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.v10i02.27722
This study aims to measure the effectiveness of KOSWA (Javanese Vocabulary) audiovisual media in improving the ability to read Javanese vocabulary in grade II students of SD Negeri 1 Guyangan. The background of this study is based on the need for contextual, interactive learning media that support the preservation of regional languages. The method used is a quantitative experiment with One Group Pre-test Post-test Design. The research sample was selected using saturated sampling techniques with 21 students. Data were analysed through descriptive statistics and paired sample t-test using the SPSS version 25 application. The analysis results showed an increase in the average value from 43.81 (pre-test) to 78.10 (post-test). The t count value of 16.54> t table -16.946 and a significance value of 0.000 <0.05. These findings indicate that KOSWA media is effective in improving students' ability to read Javanese vocabulary. In addition, this media also encourages critical thinking skills, collaboration, and fosters motivation and positive character in students. This finding is reinforced by the principles of multimedia learning and various previous studies that highlight the importance of digital media in language learning and preserving local culture. Thus, KOSWA becomes a strategic learning medium to support interactive, contextual Javanese language education, preserving local cultural languages and sustainability.
FAKTOR PENGHAMBAT PEMBELAJARAN TAHFIDZ AL QUR’AN PADA SISWA SD/MI
Ali, Hasna;
Budianto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23969/jp.v10i03.27731
This study aims to identify and analyze the main obstacles in the Qur’anic memorization (tahfidz) learning process at the elementary school or Islamic elementary school level in Indonesia. The phenomenon explored concerns the gap between memorization targets and the actual effectiveness of tahfidz implementation at the primary education level. A qualitative approach based on library research with a phenomenological design was employed to explore the meanings and contextual challenges reflected in scholarly literature from 2020 to 2025. Data sources consisted of peer-reviewed journal articles, academic proceedings, and official government documents selected purposively. Data analysis followed a thematic method based on the interactive model by Miles, Huberman, and Saldaña. The findings reveal two interrelated categories of obstacles: (1) internal factors, such as low student motivation, limited ability in recitation due to underdeveloped phonetic and cognitive skills, and weak short-term memory; and (2) external factors, including the lack of interactive digital media, an overloaded academic curriculum, insufficient teacher training, and minimal parental involvement. These findings indicate that the success of tahfidz learning does not solely depend on memorization techniques but requires an integrated support system involving education policies, teacher preparedness, and family engagement. This study contributes theoretically to the development of a tahfidz learning model grounded in psychological needs and educational technology, and offers practical implications for curriculum development, teacher training, and strategies to enhance family involvement. Future research is recommended to empirically explore students’ and teachers’ experiences through field-based qualitative methods.
PENGEMBANGAN MEDIA BILANGAN INTERAKTIF BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN OPERASI HITUNG DASAR PADA SISWA SLOW LEARNER
Dian Agestiningsih;
Sujarwanto;
Murtadlo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.27732
His study aims to develop learning media in the form of interactive number cards based on Android that are specifically designed to improve basic arithmetic skills in slow learner students. Slow learner students require a different learning approach, especially in terms of visualization and interactivity, in order to understand basic mathematical concepts more effectively. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of the trial consisted of slow learner students at the elementary school level of SDN Bulu 02, grade 3. The results of validation by material experts, media experts, and experts showed that the media developed were feasible and effective for use in learning. In addition, the evaluation results showed an increase in students' basic arithmetic skills after using this interactive media. Thus, this Android-based interactive number card media can be an innovative and enjoyable learning alternative for slow learner students in understanding basic arithmetic concepts.
PENGARUH MODEL TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA VIDEO ANIMAKER TERHADAP PENINGKATAN PEMAHAMAN KONSEP MATEMATIS SISWA SD
Shafa Kamila Putri Anggraini;
Erna Suwangsih;
Nenden Permas Hikmatunisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.27754
Understanding mathematical concepts is an important skill that students must have in learning mathematics. However, in reality, there are still many elementary school students who have difficulty in understanding mathematical concepts due to inappropriate learning approaches and unattractive media. Therefore, this study aims to determine the influence and improvement of students' understanding of mathematical concepts, one of which is by implementing the Teams Games Tournament (TGT) model assisted by video animaker media. The method used in this study is a quasi-experiment with a non-equivalent control group design and purposive sampling technique. This study compares two classes, namely the experimental class and the control class. Data collection was carried out through an initial test (pretest) and a final test (posttest), and was supported by observation and documentation. Based on the results of the study, the Teams Games Tournament (TGT) model assisted by video animaker media is more effective in improving students' understanding of mathematical concepts when compared to conventional learning. The Teams Games Tournament (TGT) model assisted by video animaker media has an influence of 45.5% in influencing the improvement of students' understanding of mathematical concepts.