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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
Location
Kota bandung,
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 17,078 Documents
ANALISIS PUSTAKA MENGENAI DAMPAK PENGGUNAAN APLIKASI TIKTOK OLEH SISWA KELAS TINGGI SEKOLAH DASAR TERHADAP PERILAKU SOSIAL Wianda Vinka Virgie; Tunjungsari Sekaringtyas , Endang Wahyudiana
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.v10i02.28886

Abstract

This study aims to examine various sources of literature that discuss the use of the TikTok application and its relationship to the social behavior of elementary school students, especially at the upper grade level. The approach used is a literature study, with data collection sourced from scientific journals, articles, books, and previous research results. The findings of the study indicate that the use of TikTok has two sides: providing benefits such as encouraging creativity and the ability to express oneself, but also causing risks such as addiction, reduced social empathy, and the emergence of consumptive behavior. Based on this, this study recommends the need for active involvement of parents and teachers in guiding children's use of social media.
PENGEMBANGAN VIDEO PEMBELAJARAN INTERAKTIF UNTUK MENINGKATKAN PEMAHAMAN KONSEP SISWA KELAS 1 DALAM MENGUKUR PANJANG BENDA Layinnatussyifa, Eka; Januar Saputra , Henry; Mandar Sary , Ryky
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 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.v10i03.28889

Abstract

This study aims to develop interactive learning video media to improve understanding of the concept of measuring length in grade 1 students of SDN Sumberejo 2. Using the Research and Development (R&D) method with the ADDIE model, involving 29 students as research subjects. Data were collected through observation, interviews, tests, and questionnaires. The video was developed using Canva and CapCut, validated by material experts, media experts, and learning practitioners. The validation results showed a score of 96% from material experts and 97.5% from media experts, which means the video was declared very valid. Implementation was carried out through three meetings, with an average pretest result of 55.17 and increasing to 93.79 in the posttest, with an N-Gain value of 0.8682 which is quite high. This proves that practical videos are used because they can improve student learning outcomes. The effectiveness of the media is proven through the results of the student response questionnaire which reached 94% and the teacher's assessment of 97.5%, both of which are in the "very effective" category. Thus, the interactive learning videos developed are proven to be valid, practical, and effective for use in mathematics learning, especially in the material on measuring length in grade 1 of elementary school.
KEBERAGAMAN BUDAYA SIDOARJO DALAM PEMBELAJARAN: PENDEKATAN CULTURALLY RESPONSIVE TEACHING UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA Ike Kumala Sari , Hanidah Amilia Sholehah; Julia Fatimatur Rahmawati , Muhammad Nur Hidayatullah; Nur Latifah Agustina, Princeski Cahya Pertiwi , Cholifah Tur Rosidah; Bagus Kurniawan
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.v10i02.28893

Abstract

This study aims to increase student learning motivation by utilizing Sidoarjo cultural diversity in learning by using Culturally Responsive Teaching (CRT) approach. The method used in this research is Classroom Action Research (PTK) which is carried out in several cycles to obtain optimal results. Data collection techniques using questionnaires, observation, and documentation techniques. The data analysis technique used in this research is qualitative description. The research subjects were students of class IV B SDN Kepuhkiriman 1 Sidoarjo with a total of 28. The results showed that there was an increase in learning motivation. This is shown from the results of questionnaires and observations. The increase in the five aspects of learning motivation from the questionnaire results obtained an average percentage of learning motivation of 61.6% in the “sufficient” category in the pre-cycle, 73.9% in cycle I in the ‘good’ category and 90.3 in the “very good” category in cycle II. Then from the observation results obtained an average presentation of 77.68% in the “good” category in cycle I and 88.4% in the “very good” category in cycle II.
PENGEMBANGAN MEDIA NABATA (NAMA BANGUN DATAR) BERBASIS ARTICULATE STORYLINE MATERI MENGANAL BANGUN DATAR UNTUK SISWA KELAS II SEKOLAH DASAR Siti Nikmathul Fitriyah; Sahari, Sutrisno; Nursalim
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.v10i3.28894

Abstract

This study aims to (1) determine the validity of NABATA media based on articulate storyline for the material of recognizing flat shapes for grade II Elementary School students, (2) determine the practicality of NABATA media based on articulate storyline for the material of recognizing flat shapes for grade II Elementary School students, (3) determine the effectiveness of NABATA media based on articulate storyline for the material of recognizing flat shapes for grade II Elementary School students. The method used in this study is Research and Development (R&D) using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The data analysis method in this study includes validity testing, practicality testing, and effectiveness testing of NABATA media. Based on the validation results by material experts, this media obtained a percentage score of 86%, which is categorized as very valid. Validation from media experts showed a score of 84%, also with the criteria of very valid. For the practicality aspect, the assessment from the teacher questionnaire produced a percentage score of 90%, which is categorized as very practical. In addition, the student respondent questionnaire in the limited-scale trial obtained a score of 84% with a very practical category, while in the large-scale trial, the score obtained reached 92.8%, also in the very practical category. As for the effectiveness test, this media received a percentage score of 90%, which indicates a very effective category. Thus, the NABATA (Flat Building Name) media based on articulate storyline has proven to be very valid, very practical, and very effective to be used as a supporting media in Mathematics learning.
PENGARUH MODEL PEMBELAJARAN PICTURE AND PICTURE TERHADAP KEMAMPUAN MENULIS TEKS INFORMATIF SISWA KELAS V SD NEGERI 165 PALEMBANG Riska Ananda Natasya; Nuranisa; Hermansyah
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.v10i3.28896

Abstract

The ability to write informative texts among Grade V students at SD Negeri 165 Palembang is still below the Minimum Mastery Criteria (KKM) standard. To address this issue, a study was conducted with the aim of improving students' writing skills by applying the Picture and Picture learning model. Until now, the lecture method used in the teaching and learning process tends to be monotonous and causes students to feel bored, resulting in learning outcomes that do not meet expectations. Therefore, a more engaging and effective learning strategy is needed. The implementation of the Picture and Picture model, which is relevant to the learning material, has proven to improve students' writing abilities. This study was carried out in three stages: pre-test, treatment, and post-test. Data analysis through percentage calculations showed an increase in students’ average scores after the treatment was applied. Thus, the Picture and Picture model has been proven to help improve the writing skills of Grade V students at SD Negeri 165 Palembang.
PENGEMBANGAN BAHAN AJAR BERBASIS CDL (CONTEXTUAL DIGITAL LITERACY) PADA MATERI JUAL BELI UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SDN BULUSARI 3 Aswin Fahrul Hidayat; Erwin Putera Permana; Agus Widodo
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.v10i3.28898

Abstract

This research is motivated by the results of observations at SDN Bulusari 3 class IV in the subject of Science, the material of buying and selling activities which showed that class IV students still had difficulty understanding the material as evidenced by the average student score of 43. One of the causes is that teachers tend to use teaching materials that are less varied, resulting in students being less enthusiastic in participating in learning. To overcome this problem, it is necessary to develop innovative teaching materials in accordance with the material. This study aims to 1) determine the validity, 2) practicality, and 3) effectiveness of digital literacy teaching materials. The method used is the R&D (Research and Development) method with the ADDIE development model. Data collected through a validation questionnaire of teaching materials and materials, student response questionnaires, and pretests and posttests carried out by students. Through the results of the validation of teaching materials and materials experts, a percentage of 86% and 89% were obtained, which can be said that the teaching materials are valid. Furthermore, in the provision of student response questionnaires, a percentage score of 90% was obtained, stating that the teaching materials are practical to use. In the pretest that students completed, the average score was 54. Meanwhile, in the posttest that students completed, the average score was 80. Based on the results of the pretest and posttest, the digital literacy teaching materials can be said to be effective and can improve learning outcomes.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN FLASHCARD DIGITAL TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV SD Sastri Nurdila; Muhsana El Cintami Lanos; Ida Suryani
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.v10i3.28902

Abstract

This study aims to determine whether there is an influence of using digital flashcard learning media on students' learning interest in the IPAS subject for Grade IV elementary school students. This research is a quantitative study using a quasi-experimental method with a Nonequivalent Posttest-Only Control Group Design. The population in this study consisted of all fourth-grade students at SD Negeri 92 Palembang. The sample included students from classes IV.a and IV.b, totaling 40 students. The sampling technique used was saturated sampling. Data collection techniques included questionnaires and documentation. Data analysis was carried out using an Independent Samples T-test. The results showed that the average learning interest questionnaire score was 88.05 for the experimental class and 67.75 for the control class. The t-test results for learning interest showed a t-value of 28.215 ≥ t-table of 1.686 at a significance level of 0.05. Based on the analysis, it can be concluded that the use of digital flashcard learning media has a significant effect on students' learning interest in the IPAS subject for Grade IV elementary school students.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN GAME EDUKASI WORDWALL TERHADAP HASIL BELAJAR BAHASA INDONESIA KELAS V SDN 142 PALEMBANG Masnunah; Try Kurnianingsih; Sylvia Lara Syaflin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 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.v10i03.28913

Abstract

The Effect of Using the Educational Game Media Wordwall on Student Learning Outcomes in Indonesian Language Subjects for Grade V Students at SDN 142 Palembang.The educational game Wordwall is an interactive online game that can be accessed via browser and utilized as a learning resource for students. Wordwall serves as an engaging learning medium that can help improve student learning outcomes, especially in the subject of Indonesian language. In Indonesian language learning at the elementary school level, there are four core language skills: listening, speaking, reading, and writing. Every lesson delivered to students results in measurable learning outcomes. Therefore, this study aims to determine the effect of using Wordwall educational game media on the learning outcomes of Grade V students in Indonesian language subjects at SDN 142 Palembang. This research employed a quantitative method with a percentage approach. After collecting the required data, it was classified according to the predetermined formulation. The results of the study show that the use of Wordwall educational game media in Indonesian language learning positively affects student learning outcomes, particularly in fostering environmental awareness among Grade V students at SDN 142 Palembang. This is evidenced by the statistical result where the t value of 7.901 is greater than the t table value of 2.024. This indicates that the use of Wordwall educational game media significantly influences the Indonesian language learning outcomes of Grade V students.
PENGEMBANGAN INSTRUMEN EVALUASI STEM SKILLS PADA PEMBELAJARAN MATA KULIAH PENGELASAN TIG MIG Aidil Adha; Farhan Yadi
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.v10i03.28934

Abstract

This study aims to develop an evaluation instrument for STEM (Science, Technology, Engineering, and Mathematics) skills in TIG MIG welding courses in the Mechanical Engineering Education Study Program, Sriwijaya University. The background of this study is based on the need for a measuring instrument that is able to assess students' STEM skills comprehensively, especially in project-based learning that requires mastery of 21st century skills. The method used is research and development (Research and Development) with the ADDIE model consisting of five stages: analysis, design, development, implementation, and evaluation. The products developed include a performance assessment rubric, observation sheets, and self- and peer assessment instruments. The validity of the instrument was tested through expert judgment with three validators using the Aiken's V formula, while the reliability was tested through the SPSS application. The results of the study indicate that the evaluation instrument developed has met the valid and practical criteria for use in assessing students' STEM skills in TIG MIG welding practices. This instrument is expected to be a tool for lecturers in carrying out comprehensive and in-depth skill evaluations.
PENGARUH GAME BASED LEARNING (GBL) BERBASIS MEDIA QUIZIZZ TERHADAP PEMAHAMAN PADA MATERI DATA DAN DIAGRAM DI SMP ISLAM AL-MALIKI WOHA Jumratul Aqabah; Nanang Diana; Arif Hidayad
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.v10i03.28940

Abstract

This study aims to examine the effectiveness of implementing the Game-Based Learning (GBL) model assisted by Quizizz media in enhancing students’ understanding of mathematical concepts on the topic of Data and Diagrams at SMP Islam Al-Maliki Woha. The background of this research lies in the low level of students’ conceptual understanding of mathematics and the lack of interactive learning media used in classrooms. The method employed in this study is Quasi-Experimental with a Non-equivalent Control Group Design. The research subjects consisted of two classes: Class VIIA as the experimental group and Class VIIB as the control group, each comprising 20 students. The research instrument was a conceptual understanding test that had been validated both in terms of content and construct. The data analysis results indicated a significant improvement in students' conceptual understanding in the experimental group after using Quizizz, as shown by the independent t-test results with a significance value of 0.000 (< 0.05) and a post-test mean score difference of 29.1 points. The obtained data also met the assumptions of normality and homogeneity. These findings suggest that the use of Quizizz provides a more enjoyable, competitive, and participatory learning experience, and is capable of increasing student motivation and understanding. Therefore, integrating Quizizz-based GBL is considered an effective and innovative learning strategy for teaching mathematics in the digital era.

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