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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 14,439 Documents
ANALISIS PENYIMPANGAN PERILAKU ANAK USIA DINI DALAM KEPEMILIKAN BENDA DI SEKOLAH Isna Latifah; Prihandoko, Yogi
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.v10i03.29501

Abstract

The concept of ownership is an essential part of moral development that should be introduced from an early age. Children need to learn and understand that everyone has the right to their belongings, and that taking items without permission or asking for money from friends is not appropriate behavior. This study aims to analyze the forms of behavioral deviation related to ownership among early childhood children and to identify the contributing factors and intervention strategies within an early childhood education institution (PAUD). This research uses a qualitative approach with a case study method conducted in several PAUD institutions. Data were collected through observation and interviews. The results indicate that behavioral deviations are linked to a weak understanding of the values of honesty and ownership. Contributing factors include parenting styles, social environmental influences, a lack of moral value reinforcement at school, and economic factors. Effective handling strategies involve educational approaches, rule enforcement, collaboration with parents, the creation of a positive learning environment, and child guidance services. This study highlights the importance of synergy between teachers, parents, and institutions in building children’s moral character from an early age.
PENGARUH MODEL DISCOVERY LEARNING BERBANTUAN MEDIA AUGMENTED REALITY UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS IPA SISWA SD Oktafrina, Andhini; Suwangsih, Erna; Permas Hikmatunnisa, Nenden
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.v10i03.29507

Abstract

This study was conducted with the aim of examining the effect and improvement of using the Discovery Learning model supported by Augmented Reality media to enhance critical thinking skills in elementary school students.In 21st-century learning, both teachers and students face the challenges of globalization. Students tend to focus more on memorizing material and formulas rather than understanding the essence of the learning process.In addition the lack of variation in learning models, methods, and media also negatively affects students’ thinking abilities..The research method used was a quasi-experimental design. The subjects involved two groups: an experimental group that received Discovery Learning supported by Augmented Reality media, and a control group that received conventional instruction. Based on data analysis, a significant difference was found in the improvement and effect on critical thinking skills between the two groups. These findings indicate that the Discovery Learning strategy integrated with Augmented Reality media is effective in helping students think critically. The Discovery Learning model showed an effect and improvement of 21% in enhancing students’ critical thinking skills.
ANALISIS KESULITAN BELAJAR DAN FAKTOR-FAKTOR PENYEBAB KESULITAN BELAJAR IPA SISWA KELAS IV B SD NEGERI MEDANG: Jurnal Skripsi Septi Bela Diani; Harlinda Syofyan
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.v10i3.29508

Abstract

Science is one of knowledge which is learned about events and problems on earth. Science is the most important knowledge because science has benefits and can be used in daily activities. Based on this, science material must be taught from elementary school..but in learning science in elementary schools, students still struggle when understanding the course. The research was conducted in grade IV B in Medang Elementary School by using qualitative methods which aim to find out factors that cause learning difficulties in students on science subjects in grade IV B in Medang Elementary School. The results of this research show most of the students grade IV B in Medang Elementary School have learning difficulties on science subjects. The factors which cause learning difficulties on science subjects are divided into two categories, there are factors internal and external. Factors internal including mental maturity, intelligence, interest and motivation. Whereas factors external including family environment, community environment, teacher and media instrumental. Both of these factors have a very important role in improving the quality of learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN SMARTBOX UNTUK MENINGKATKAN RESILIENCE BELAJAR MATEMATIKS PESERTA DIDIK PADA MATERI PENJUMLAHAN DAN PENGURANGAN KELAS 1 SDN SENDANGHARJO 3 Siti Oktavia Etik Candrawati; Wendri Wiratsiwi
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.v10i3.29514

Abstract

This study aims to develop innovative game-based learning media called smartbox, to improve the resilience of learning mathematics in grade 1 elementary school students on addition and subtraction materials. Using a research approach and the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the product is tested for validity, practicality, and effectiveness. The results show that the smart box media is valid in terms of content and design, practical in use in the classroom, and effective in improving resilience indicators such as self-confidence, perseverance, and the ability to face difficulties in learning mathematics.
ANALISIS PEMBELAJARAN BERDIFERENSIASI MELALUI PENDEKATAN STEAM (SCIENCE, TECHNOLOGY, ENGINEERING, ART, MATHEMATIC) PADA KEMAMPUAN LITERASI NUMERASI SISWA KELAS III SEKOLAH DASAR NEGERI 02 JATIYOSO TAHUN AJARAN 2024/2025 Laela Cahyu Andini; Dwi Anggraeni Siwi
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.v10i03.29517

Abstract

Analysis of Differentiated Learning through the STEAM (Science, Technology, Engineering, Art, Mathematic) Approach on the Numeracy Literacy Skills of Grade III Students of State Elementary School 02 Jatiyoso in the 2024/2025 Academic Year. The purpose of this study is to analyze the application of STEAM differentiated learning, in relation to the numeracy literacy skills. This research is a qualitative case study type, allowing researchers to investigate or analyze a phenomenon comprehensively, intensively, in detail, and in depth, the research phenomenon is still holistic, complex, and dynamic. Through qualitative research methods, researchers will analyze differentiated learning through the STEAM approach which will be linked to how the numeracy literacy skills. The results of the study indicate that the application of differentiated learning through the STEAM approach provides good learning for the numeracy literacy skills. This finding was obtained through triangulation of data that had been processed by researchers through observation, interviews, documentation, and tests consisting of 2 types of tests, namely formative evaluation in the form of the Mathematics Problem Solving Test (TPMM) and the Project Problem Solving Test (TPSP) which showed progress in the ability to read story problems, identify important information, and solve mathematical problems based on real contexts. This is in accordance with the approach used, namely STEAM which is centered on projects based on real-world problems, and is a multidisciplinary learning approach that is integrated to foster and improve the realization of the objectives of the independent learning curriculum designed according to 21st century skills.
EFEKTIFITAS PEMBELAJARAN NUMERASI BERBANTUAN MEDIA GENIALLY TERHADAP KEMAMPUAN NUMERASI SISWA KELAS IV SD Septiyanty, Devinda Dwi; Alyani, Fitri
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.v10i3.29525

Abstract

This study discusses numeracy as fundamental competence that underpins students’ ability to reason and solve mathematical problems. Despite its importance, students’ numeracy skills in elementary schools remain relatively low, posing a significant challenge in mathematics instruction. Many learners face difficulties in grasping and applying mathematical operations within real-life contexts, engaging in logical reasoning, and developing critical thinking abilities. Additionally, the lack of engaging instructional approaches often hinders students’ conceptual understanding. This study aims to investigate the influence of a numeracy-oriented learning approach enhanced by Genially digital media on the numeracy skills of fourth-grade elementary students. A quantitative method was adopted, employing a quasi-experimental design with a post-test only nonequivalent control group. The experimental group was taught using interactive media via Genially, while the control group received conventional instruction. Data were gathered using a validated and reliable numeracy assessment. The findings revealed that the numeracy-based approach significantly improved student learning outcomes. There was a notable difference between the two groups, with the experimental group achieving higher scores. Statistical analysis showed a Sig. (2-tailed) value of 0.000 and a Cohen’s d effect size of 1.64, indicating a very strong effect. These results suggest that the use of Genially media not only enhances student engagement but also supports a deeper understanding of mathematical concepts through its interactive and visual features. This research highlights the importance of integrating digital tools into numeracy instruction to foster analytical and critical thinking while providing meaningful, contextual learning experiences.
KEEFEKTIVAN MEDIA TEKA-TEKI KARUTA UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA KELAS 1 SD Salma, Lilik Royani; Wiratama, Novialita Angga
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.v10i3.29526

Abstract

Early reading ability is a crucial foundation in the development of children's literacy. However, in practice, first-grade students often face difficulties in recognizing letters, spelling, and understanding texts. To overcome these challenges, engaging and interactive learning media are needed. The Teka-Teki Karuta media was developed as an educational game-based learning tool that combines visual, motor, and cognitive elements. This study employed a quasi-experimental method with a pretest-posttest control group design. The research subjects were first-grade students at an elementary school in District Tuban, consisting of an experimental group and a control group. The results showed a significant improvement in the reading abilities of students who used the Teka-Teki Karuta media compared to those who were taught using conventional methods. Based on data analysis, the use of Teka-Teki Karuta media proved to be effective in improving the early reading skills of first-grade elementary students. Therefore, this media is recommended as a fun and alternative learning tool for early literacy development.
MEDIA PEMBELAJARAN BERBASIS SCRATCH: PENGEMBANGAN GAME EDUKATIF JELITA UNTUK OPTIMALISASI HASIL BELAJAR IPAS DI SEKOLAH DASAR Rahmadina, Ahliza Azahra; Akhmad Junaedi
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.v10i03.29529

Abstract

Technological advances can certainly help teachers in creating appropriate learning media so that they can support the achievement of learning objectives. However, many teachers still do not take advantage of this convenience, limited materials in schools are also one of the reasons that have an impact on low student learning outcomes in the subject of Social Sciences. The purpose of this study was to determine the effectiveness of the JELITA game media on the learning outcomes of grade IV Social Sciences at SDN Tlogomulyo. The type of research used in this study is Research and Development with the ADDIE model. There are two methods in data collection, through test techniques (pretest and posttest) and non-test (observation, interviews, questionnaires, and documentation). Data analysis techniques are presented in quantitative and qualitative forms. This study uses product analysis, initial data analysis, and final data analysis. The JELITA game media developed in this study received a feasibility test result from material experts of 91% (very feasible), and the media feasibility test assessment reached 75% (feasible). The Dependent T-Test obtained a significance result of 0.000 which indicated a significant increase, while the N-gain test result reached 0.6184 which was included in the moderate increase criteria. From these results, it can be concluded that the JELITA game learning media has been successfully developed including in the effective and feasible category in improving the learning outcomes of grade IV students of SDN Tlogomulyo. The following is a paraphrase that is appropriate for writing an article, with the meaning and logical structure of the argument maintained. These findings show the importance for teachers and educational institutions to implement innovative learning methods by integrating technology, as a response to the challenges of education in the modern era.
PENERAPAN MEDIA FLIPBOOK INTERAKTIF BERMUATAN GAMIFIKASI UNTUK MATERI FOTOSINTESIS DAN PERKEMBANGBIAKAN TUMBUHAN PADA SISWA KELAS IV Makhsushoh, Hikmatul; Wiratama, Novialita Angga
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.v10i3.29531

Abstract

Education in primary school contributes a crucial role in shaping students' foundational knowledge and skills. As technology continues to advance, learning media are expected to respond to current societal needs. One of the main challenges in education is creating learning experiences that foster student interest and engagement, particularly in subjects like Science and Social Studies (IPAS), which are often perceived as less appealing. To deal with this situation, there is a requirement for learning media that are both effective and engaging. This study is conducted to explore the effectiveness of implementing an interactive flipbook integrated with gamification elements to enhance The educational performance of learners in grade four elementary students in Lamongan. The interactive flipbook is a digital e-book that mimics a physical book, enhanced with multimedia elements such as animations, videos, and audio, along with gamified features like interactive quizzes at the end of each lesson. The type of research applied in this study is a Pre-Experimental Design using a One-Group Pretest-Posttest Design model,and data were analyzed using the Normalized-Gain formula based on the results of pretest and posttest assessments. The findings reveal a noteworthy improvement in student learning outcomes. The average pretest score was 48.42, which increased to 89.73 on the posttest. The results suggest that the use of gamified interactive flipbooks is not only Successful in delivering learning content but also significantly boosts student motivation and achievement, offering a more engaging and enjoyable learning experience.
PENGARUH PENGGUNAAN MEDIA SOSIAL INSTAGRAM TERHADAP GAYA HIDUP MAHASISWA Putri Islamy; Hambali; Supentri
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.v10i03.29532

Abstract

This research is motivated by the development of information and communication technology in today's era. Social media is a medium that allows its users to interact virtually via internet connections. Currently, social media tends to be used to display excessive self-existence, which can ultimately influence mindsets, lifestyles, and even the culture of a nation. For students of the Pancasila Education and Citizenship Studies (PPKn) program at Riau University, social media not only serves as an interesting source of information but has also become a part of their daily lifestyle. This research aims to determine whether there is an influence of Instagram social media usage on the lifestyles of students in the Pancasila Education and Citizenship Studies (PPKn) program. This research employs a descriptive quantitative research method. The research population consists of all students of the PPKn Study Program at Riau University from the 2021, 2022, and 2023 cohorts. The research stages include the preparation of a questionnaire instrument, data collection from 70 students selected using purposive sampling techniques, and data analysis. Data analysis is performed using simple linear regression tests with the assistance of the Statistical Package for the Social Sciences (SPSS) version 25, after passing classical assumption tests (normality and linearity). The research results show that there is a positive and significant effect of Instagram social media use on the lifestyle of students. This is evidenced by a coefficient of determination (R²) value of 0.487, which means that the effect of the independent variable (Instagram Social Media) on the dependent variable (Lifestyle) is 48.7%.

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