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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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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 BIBLIOMETRIK TREN PEMBELAJARAN BERBASIS GAME DALAM MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA Cantika, Fadiya Puteri; Rinaldi, Achi; Dewi, Novian Riskiana
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.v10i3.30181

Abstract

This study presents a bibliometric analysis of game-based learning to improve students’ mathematics achievement using Google Scholar data. A total of 29 relevant articles were analyzed with Publish or Perish and VOSviewer. The results show a rising trend in publications from 2021 to 2024, reflecting growing interest in the topic. Keyword mapping generated 12 clusters with dominant terms like “game-based learning” and “learning outcomes.” Emerging terms such as “critical thinking” and “interactive media” suggest future research potential. Wordwall and Quizizz were the most frequently cited platforms. This study provides an overview of current trends and future research opportunities.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH BERBANTUAN WORDWALL TERHADAP HASIL BELAJAR IPAS PESERTA DIDIK KELAS IV SDI AL-IKHLAS Eva Dwi Lestari; Alik Mustafidal Laili
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.v10i03.30186

Abstract

This study addresses the issue of low cognitive achievement among students, which is attributed to the use of conventional, teacher-centered instructional methods and the limited integration of learning media. To address this challenge, there is a need for innovative instructional approaches that are active, interactive, and engaging. The purpose of this study is to investigate the effect of the cooperative learning model Make A Match assisted by Wordwall on the IPAS learning outcomes of fourth-grade students at SDI Al-Ikhlas. This research employs a quantitative approach with a quasi-experimental design, specifically the nonequivalent control group design. The study involves two groups: Class IV-A as the control group and Class IV-B as the experimental group. Pretest and posttest assessments, consisting of multiple-choice questions, were used to evaluate students’ cognitive learning outcomes in the domains of C1, C2, and C4. Data analysis included validity and reliability tests, item discrimination, difficulty level analysis, normality and homogeneity tests, and hypothesis testing using an independent sample t-test. The findings reveal that the implementation of the Make A Match model supported by Wordwall significantly improved the learning outcomes of students in the experimental group, as indicated by higher average posttest scores and a significance value of p < 0.05. Therefore, it can be concluded that the Make A Match cooperative learning model, when integrated with Wordwall, has a positive and significant impact on enhancing students’ IPAS learning achievement.
DIFERENSIASI PROSES DALAM PEMBELAJARAN PUISI KELAS VII Widia Siska; Sri Suciati; Ika Septiana
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.v10i03.30193

Abstract

21st century education with the Independent Curriculum requires educators to become adaptive and creative facilitators. However, until now the existing learning is still centered on educators and is cognitive in nature, so that Teaching and Learning Activities (KBM) limit students' creativity. Differentiated learning is a learning strategy that provides flexibility for students' interests, learning styles, and ability levels. This study aims to optimize student learning equality through the application of product differentiation learning at SMPN 39 Semarang. This study uses a qualitative descriptive approach. Data collection techniques are observation, interviews and documentation. Data analysis uses data condensation, data presentation, and drawing conclusions, data validity uses data and source triangulation. The results of the study show that the application of product differentiation at SMPN 39 Semarang is able to foster student creativity, as seen from the enthusiasm for learning, the products produced, imagination in implementing product making, participation in discussions, and initiative in expressing ideas. So that through product differentiation students get relevant and meaningful learning experiences.
UPAYA MENINGKATKAN MINAT BELAJAR SISWA MENGGUNAKAN MEDIA PEMBELAJARAN EDUCAPLAY PADA MATA PELAJARAN MATEMATIKA KELAS IV SD NEGERI KALIKOTES PURWOREJO Lestari Agustin, Chita; Suryantari, Hadna
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.v10i3.30194

Abstract

At Kalikotes Public Elementary School, the goal of this research was to see how the integration of Educaplay affected the effectiveness of instruction and increased fourth-grade students' enthusiasm for mathematics. Educaplay is an interactive, game-based learning platform designed to enhance the fun and interactivity of the learning process. The Classroom Action Research (CAR) technique, specifically the Kemmis and McTaggart framework, was used in this study. It was carried out over two cycles, each of which included four stages: planning, implementation, observation, and evaluation. Data were gathered through a survey measuring students' interest in studying and observation forms that concentrated on the interactions between instructors and students. There were 22 pupils in all. The data were analyzed qualitatively and quantitatively using a descriptive approach. The average score increased from 25 (39%) during the pre-cycle stage to 65 (63%) in the first cycle and 88 (85%) in the second cycle, indicating a consistent improvement in the execution of learning activities. In addition, the students' interest in learning grew favorably, rising from 54% (very low) in the first phase to 72% (moderate) in the first cycle and 83% (good) in the second. These findings suggest that incorporating Educaplay into math lessons promotes a more successful learning experience and greatly boosts student participation.
PENINGKATAN KEMAMPUAN LITERASI MEMBACA MELALUI PERMAINAN TRADISIONAL ENGKLEK PADA ANAK KELOMPOK A DI TK MARDISIWI KALIBARU Firda Ulfa; Nurhafit Kurniawan; Wedya Puspita
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.v10i03.30220

Abstract

The problem in this study focuses on the low reading literacy skills of early childhood, especially in group A (ages 4-5 years), which is caused by the lack of a fun learning approach and in accordance with the developmental stage of children's language skills. This study aims to improve children's reading literacy skills through traditional games of engklek as a learning medium. This study uses the Classroom Action Research (CAR) method, which was carried out at Mardisiwi Kalibaru Kindergarten with research subjects of group A children. Data collection techniques were carried out through observation, documentation, and interviews. Data were analyzed qualitatively to determine the increase in children's reading literacy skills after applying engklek media. This study aims in general to improve the reading literacy skills of group A children (ages 4-5 years) through traditional engklek games. The specific objectives of this study are: 1. Describe the application of engklek games in literacy learning, Knowing the increase in the ability to recognize letters and words. Identifying children's responses and interests in traditional game-based learning activities
PENGARUH POLA ASUH DAN KETERLIBATAN ORANG TUA DALAM PENDIDIKAN TERHADAP KEMAMPUAN SOSIAL ANAK USIA DINI DI TK NURUL FATAH KALIBARU WETAN Friska Apsari Primadani; Nurhafit Kurniawan; Wedya Puspita
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.v10i03.30222

Abstract

The influence of parenting patterns and parental involvement is to improve children's social skills, children's self-confidence, children's academic achievement, and develop children's emotional abilities, as well as build good relationships between children and parents. The purpose of this study was to determine the influence of parenting patterns and parental involvement in education on the social skills of early childhood in NURUL FATAH KALIBARU Kindergarten. This study used quantitative research with a survey method with samples of early childhood and parents of children in NURUL FATAH Kindergarten. Data were collected through questionnaires and observations. The research report describes in detail the results of the study, data analysis. Democratic parenting patterns and parental involvement in education have a positive influence on the social skills of early childhood in Nurul Fatah Kindergarten. Parents and educators are expected to work together to improve children's social skills through the implementation of positive parenting patterns and active involvement in education.
MANAJEMEN SARANA DAN PRASARANA PENDIDIKAN DI MADRASAH TSANAWIYAH AL-ISHLAH DANAU PAUH KABUBATEN MERANGIN PROVINSI JAMBI Yusria; Zillimin; Aci Purnamasari; Mahfuzah
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.v10i3.30223

Abstract

Educational facilities and infrastructure are important components in education and are one of the eight National Education Standards. The purpose of this study was to determine the process of educational facilities and infrastructure at Al Ishlah  Islamic Boarding School, to determine the obstacles to the implementation of educational facilities and infrastructure at Al Ishlah  Islamic Boarding School and to determine solutions to improve Facilities and Infrastructure at Al-ishlah  Islamic Boarding School. The research method used by the researcher is a qualitative qualitative method. Research method approach Qualitative research is a descriptive and analytical research. Descriptive in qualitative research means describing and explaining events, phenomena and social situations being studied. The Head of the Boarding School and the Deputy Head of Infrastructure, are seen actively improving the learning process through several strategic steps, first by holding routine training. Second, by making periodic improvements to educational facilities and infrastructure, Third, by developing a relevant and responsive curriculum, and finally by conducting periodic evaluation and supervision of all aspects. This research is expected to achieve educational goals with supervision and evaluation in the management of educational facilities and infrastructure.
PENINGKATAN KEMAMPUAN MENGENAL HURUF MELALUI MEDIA DADU HURUF PINTAR PADA ANAK USIA (4-5 TAHUN) DI TK MARDISIWI Iisnaini, Iisnaini; A. Zulkarnain Ali, A. Zulkarnain Ali; Wedya Puspita, Wedya Puspita
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.v10i03.30225

Abstract

Early childhood (0–6 years) is a critical period in physical, mental, emotional, social, and intellectual development, thus requiring appropriate attention and education from an early age, both formal and non-formal. Education has various definitions depending on the perspective, and one form of early childhood education is through Kindergarten (TK). Language is an important aspect in child development, especially the ability to recognize letters as a foundation for reading and writing skills. To support this, teachers need to use learning methods and media that are interesting and appropriate to the child's development. This research was conducted at Mardisiwi Kindergarten, Banyuwangi because it was found that children still had difficulty recognizing letters due to conventional learning methods. Therefore, the researcher introduced the Smart Letter Dice media to improve children's letter recognition. In this study, the researcher used a classroom action research method with four stages of data analysis: planning, implementation, observation, and reflection. In this study, two data were generated, namely qualitative data and quantitative data. The formulation of the problem in this study is: Can the Smart Letter Dice media improve children's letter recognition skills at Mardisiwi Kindergarten? This study aims to determine to what extent smart letter dice media can improve the ability to recognize letters in early childhood and how it can be applied in the teaching and learning process in the classroom.
PENGEMBANGAN GAME EDUKASI INTERAKTIF BERBANTUAN KAHOOT BERBASIS TEAM GAMES TOURNAMENT TERHADAP KEMAMPUAN PEMECAHAN MASALAH DALAM MATERI LINGKARAN DI MTs MUJAHIDIN PONTIANAK Sinta Andriyani; Sandie; Yudi Darma
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.v10i03.30229

Abstract

This study aims to develop learning media in the form of interactive educational games assisted by Kahoot integrated with the Team Games Tournament (TGT) learning model to improve mathematical problem-solving skills in the circle material of class VIII students of MTs Mujahidin Pontianak. This study uses the Research and Development (R&D) method with the ADDIE development model consisting of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were 14 class VIII students. The instruments used included expert validation sheets to assess product validity, teacher and student response questionnaires to measure practicality, and learning outcome tests (posttests) to assess media effectiveness. The results showed that the media developed had a very high level of validity, with an average percentage of 95.23%. The practicality of the media based on the results of the teacher and student response questionnaires reached an average of 82.85%, which was categorized as very practical. Meanwhile, the effectiveness of the media based on the results of the student posttest showed classical learning completion of 86, so it was included in the effective category. Based on these results, it can be concluded that the interactive educational game media assisted by Kahoot based on the Team Games Tournament model is worthy of being used as an alternative learning media that is valid, practical, and effective to improve students' mathematical problem-solving abilities, especially in circle material.
PENGEMBANGAN KREATIVITAS SISWA DALAM PEMBELAJARAN KREATIF PADA MATA PELAJARAN IPAS DI SEKOLAH DASAR Safitri, Dewi; Fitriyani, Yani
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.v10i03.30231

Abstract

This study aims to describe efforts to develop student creativity through creative learning in the subject of Natural and Social Sciences in elementary schools. The method used in this study uses descriptive qualitative with data collection techniques in the form of observation, interviews, and documentation. The subjects of the study were fifth grade students of SDN 2 Gandasoli. The results of the study indicate that varied learning based on experiments, projects, and the use of interactive media has proven effective in developing student creativity in schools. The main factors in supporting student creativity are innovative learning methods, and a supportive learning environment, while the inhibiting factors include limited facilities and infrastructure, lack of teacher training, and an overly dense curriculum. It can be concluded that creative learning in Natural Sciences has an important role in encouraging the development of student creativity in elementary schools.

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