Articles
10 Documents
Search results for
, issue
"Vol 14 No 2 (2021)"
:
10 Documents
clear
Efektivitas Penggunaan Kertas Origami Materi Keliling dan Luas Bangun Datar Kelas IV SD
Astuti, I'in Dwi;
Hamdani, Hamdani;
Pranata, Rio
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.195-205
This study aims to determine the effectiveness of using origami paper in learning the circumference and area of a flat shape in class IV SDN 05 East Pontianak. The methode of research used in this research is experiment. The form of research is One-Shot Case Study. The data source of this research is SDN 05 East Pontianak. The subjects in the study were 26 students. The data in this study are the results of observations of the teacher's ability to carry out learning starting from pre-activities, learning activities and closing activities. Student activities in terms of mental activities, listening, visual, writing and oral activities. Learning outcomes (post-test) in the form of short essay. The results showed that the teacher's ability to carry out the learning obtained = 2.74 in the "good" category. The average activity of students obtained a total percentage of 62% with the category "quite active". Student learning outcomes in this study obtained 76.92% completeness with the "good" category. Based on the results of the study, it shows that the use of origami paper in mathematics learning about the circumference and area of a flat shape for class IV SDN 05 East Pontianak is ineffective.
Pengembangan Media Pembelajaran Articulate Storyline Menggunakan Model Think Pair Share di Kelas IV Sekolah Dasar
Firdawela, Indah;
Reinita, Reinita
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.99-112
This research is develop an Articulate Storyline learning media using Think Pair Share model was valid and practical. This research was Research and Development. The development procedure uses the ADDIE model consisting of analysis, design, development, implementation, and evaluation. The instrument used was a validity questionnaire and a practicality questionnaire. Data collection techniques used qualitative and quantitative techniques. The results of this study are in the form of learning media produced from the Articulate Storyline application which has an attractive appearance for elementary school students. Based on the results of media validator get 76.5% a very valid category. material validator get 91% a very valid category, linguists validator get 100% a very valid category. The practicality of the teacher's response at SDN 22 Pasaman get 91.6% a very practical category and the practicality level at SDN 26 Pasaman get 95.8% a very practical category. The practicality of the students' responses at SDN 22 Pasaman get 91% a very practical category and the practicality level at SDN 26 Pasaman get 93.8% a very practical category. It can be concluded that the Articulate Storyline learning media is valid and practical.
Pengembangan Bahan Ajar Komik Berbasis Cerita Rakyat Bengkulu di SD
Muktadir, Abdul;
Darmansyah, Ady
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.153-159
The purpose of this study was to develop folklore-based comics teaching materials in Bengkulu City elementary schools. The method used is Research and Development using the ADDIE (Analysis–Design–Develop-Implement–Evaluate) model. However, this research is only in the Analysis-Design-Develop stage. Research data from interviews and questionnaires, interview data sources, observations, and documentation. The research instrument for analyzing the needs of teachers and students is in the form of a list of questions and questionnaires, descriptive data analysis. The results of the study were folklore-based comics in elementary schools in Bengkulu City. Folklore material is taught only at the competency stage. The competence of teachers regarding folklore is not sufficient, meaning that one story has not been fully understood, the number of stories known by the teacher does not exceed five stories.
Implementasi Pembelajaran IPS pada Masa Pandemi Covid-19
Nurpratiwiningsih, Laelia
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.113-121
The Covid 19 pandemic is a big problem for people's lives in the world. The purpose of this study is to find out ips learning in the covid 19 period. One of the highlights in the world of education, where learning activities are carried out online. This learning activity automatically involves teachers and students, as well as parents because learning is done at home. Implementation of learning in rural areas with facilities. This also happened in SD Negeri Ciawi District Banjarharjo Brebes Regency. The method used is a qualitative descriptive survey. Instruments used in the form of interviews are given to learners, teachers and primary school principals. Observations can be used as support in data retrieval. The focus of this study is on learning IPS covid 19. Data analysis techniques use source triangulation. Analyze data by subtracting, viewing and verifying data. The results showed that the covid-19 pandemic had an impact and there were constraints on learning for learners, teachers, and principals. Where learning is done online and offline. With this pandemic all remain vigilant and keep themselves in accordance with health protocols recommended by the government to avoid the coronavirus.
Evaluasi Pelaksanaan Pembelajaran Daring Pada Masa Pandemi Covid-19 Di SD Islam Terpadu
Alexon, Alexon;
Wachidi, Wachidi;
Windayani, Windayani
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.160-173
This research aimed to evaluate the implementation of online learning during the COVID-19 pandemic in terms of the context aspect, Input aspect,Process aspect, and Product aspect. Data collection techniques with online questionnaires through Google Forms and documentation. The samples of this research were 29 teachers, 69 students, and 68 parents from grades 4-6 SDIT Hidayatullah Bengkulu City. The evaluation used the CIPP model and analyzed descriptively quantitatively by calculating the mean. The conclusions of this research were: (1) in terms of context, online learning during the COVID-19 pandemic at SDIT Hidayatullah Bengkulu City was very well done, (2) in terms of input, online learning during the COVID-19 pandemic SDIT Hidayatullah Bengkulu City was well implemented, (3) in terms of Process aspect, online learning during the COVID-19 pandemic SDIT Hidayatullah Bengkulu City was carried out well, (4) in terms of the Product, online learning during the COVID-19 pandemic SDIT Hidayatullah Bengkulu City was quite well done.
Pengembangan Board Game untuk Meningkatkan Minat Belajar Siswa Kelas IV SD
Nurfaizah, Nadia;
Maksum, Arifin;
Wardhani, Prayuningtyas Angger
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.122-132
Board games can be used as learning media to help the Civics learning process on the meaning of the relationship between the symbols and the Pancasila precepts in Theme 4 (various jobs). The purpose of this study was to produce game-based learning media in order to increase the learning interest of fourth grade students towards the content of Civics subjects. This research is a development research with a modified ADDIE development model. This development model consists of stages of analysis, design, development, implementation and evaluation. This stage in research and development is carried out until the development stage. The instrument used in this study was a questionnaire to analyze the needs of teachers and students as well as a validation instrument for experts. Data collection techniques using quantitative and qualitative data. The results of the study indicate that the board game media is suitable for use in Civics subjects for grade IV SD with reference to the results of expert validation. The results of media expert validation are 74% or Valid. The results of validation by linguists obtained a percentage of 80% or Valid.
Blended Media Sinkronus dan Asinkronus untuk Meningkatkan Hasil Belajar Siswa di Sekolah Dasar
Ripto Saputri, Tera Noviantiningtyas;
Permatasari, Cecilia;
Mukmin, Bagus Amirul
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.174-184
The Covid-19 pandemic has had a significant impact on all sectors, one of which is the education sector, namely elementary schools. The impact of the pandemic has made student learning outcomes decline because many teachers only use WhatsApp as a online learning medium. For this reason, there must be different learning innovations during the pandemic to be able to improve student learning outcomes. This innovation can be in the form of using synchronous Blended Media and Asynchronous Media on the theme of the area where I live in class IV Mojoroto 4, Kediri City. This research is a classroom action research with 4 stages starting from planning, implementing, observing, and reflecting. This research instrument uses a test sheet given to students. The results in this study there was a significant increase in student learning outcomes in cycle 3, marked by 86% of students scoring above the KKM and 14% below the KKM. Therefore, it can be concluded that there is an increase in student learning outcomes towards the use of synchronous and asynchronous blended media.Abstractadalahringkasan isiartikelyangmemuatpoin-poin penting setiapkomponenartikel.
Pengembangan Buku Siswa Membaca Menulis Permulaan Berbasis Budaya Dengna Menggunakan Prosedur ADDIE Untuk Kelas 1 SD
Rahmawati, Magdalena Chori;
Samino, Francine Avantie;
Agustian, Murniati;
Revaria, Noviria Retno;
Ernestya, Teresa Gita
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.133-143
The development research aims to produce a book for students to start reading and writing based on the Mentawai culture. The development of student book products refers to the ADDIE development mode. The results of the development research show the student books are categorized verry well from the aspect of material content, material accuracy, linguistics with the accumulation of the validity score range wich is 92%, while the student book design is categorized as verry good from aspects of book size, book cover design, book content design, book content illustrations with an accumulation of the validity score range of 94,26%. This shows that student book can be used in learning activities. The results of the analysis obtained criteria 81%-100%, then the qualified student’s book was verry good for use in learning. The culture-based reading and writing students’ book that was developed is said to be suitable for use learning activities.
Pengembangan Media Scrapbook Pada Pembelajaran Tematik Untuk Meningkatkan Minat Belajar Siswa Kelas I Sekolah Dasar
Cholifah, Tety Nur;
Fauziah, Winda Novy
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.185-194
Teaching and learning activities need to support learning, namely learning media. Learning media is a tool to convey subject matter to students. The purpose of this study is (1) Knowing the feasibility of learning mediascrapbook in the thematic learning of first grade elementary school (2) Knowing the suitability of scrapbook media to increase interest in learning of first grade elementary school students. The type of research used is development research or research and development (R&D) with the Borg and Gall development model. The subjects of this study were the first grade students of Brongkal State Elementary School, which amounted to 22 students. The data collection technique used is a questionnaire. The data analysis technique for media feasibility uses quantitative descriptive and interest in learning uses the paired sample t test t test.
Pembelajaran Alternatif Berbasis Proyek Kreatif Rumah pada Masa Pandemi Covid-19
Wardiani, Ririn;
Wulandari, Rifa Suci;
Astuti, Cutiana Windri;
Novitasari, Lusy
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33369/pgsd.14.2.144-152
This research aims to describe alternative home based learning activities, home used as learning source. That learning alternative is derived from the concept of Multiple Intelligences development, Home as Finnish learning setting education and emergency curriculum proposed by Kemendikbud. The method used is library analysis. The discussion about this learning alternative focuses on kinesthetic intelligence so that it can be done easily by parents. The form of learning alternative is creative project involves My creation, My sport, a Dancer, Traditional Games, Outbound, Fun Cooking, Gardening. That creative project is valued academic activities based on Basic Competence stated in curriculum. Teaching and learning process in Elementary level mainly focuses on thematic integrative learning. The proposed learning alternative can facilitate the students to reach the essential basic competence recomended by the school. In this case, learning alternative is correlated with literacy competence, numeric, character education, and life skill.