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JKPD : Jurnal Kajian Pendidikan Dasar
ISSN : 2527428x     EISSN : 26225123     DOI : -
Core Subject : Education,
Tujuan dari publikasi jurnal ini adalah untuk menyebarluaskan pemikiran konseptual atau ide-ide dan hasil penelitian yang telah dicapai di bidang ilmu pendidikan secara Umum dan Pendidikan Dasar secara khusus. JKPD (Jurnal Kajian Pendidikan Dasar) (p-ISSN: 2527-418X), berfokus pada masalah utama dalam studi Pendidikan Dasar yang meliputi: 1. Matematika; 2. Sains; 3. Kewarganegaraan; 4. Ilmu Sosial; 5. Bahasa Indonesia;
Arjuna Subject : -
Articles 164 Documents
Pengembangan Media Pembelajaran Berbasis Assemblr Edu Pada Materi Bangun Ruang Bonita, Cindy Condolisa; Yuyun Elizabeth Patras; Rukmini Handayani
JKPD (Jurnal Kajian Pendidikan Dasar) Vol. 10 No. 1 (2025): Januari 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan Univers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/7jc1ka97

Abstract

Design, Development, Implementation, and Evaluation) aimed at developing Assemblr Edu learning media and improving learning outcomes, especially in spatial geometry material. Validation of learning media was carried out by four experts, namely media experts, language experts, lecturer material experts, and teacher material experts. There is an average media validation result of 90%, language validation of 92.7%, material validation by lecturers of 96.6%, and material validation by teachers of 88% with an average overall result of 91.8% with very feasible criteria. There is an N-Gain value with an average score of 0.83 with high criteria. There are student questionnaire response results with an average of 90.8% with very good criteria and teacher questionnaire responses of 88.3% with very good criteria. The results can be concluded that learning media using the Assemblr Edu platform is very feasible and effective in improving student learning outcomes, especially in mathematical spatial geometry material. 
Meningkatkan Minat Baca Peserta Didik Melalui Penggunaan Metode Paikem di Kelas III.A SDN Model Terpadu Madani Rawina
JKPD (Jurnal Kajian Pendidikan Dasar) Vol. 10 No. 1 (2025): Januari 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan Univers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/xxxvjn98

Abstract

This research is a type of Class Action Research (CAR) which aims to increase students' interest in reading through the application of the PAIKEM method. The subjects of this research were 32 students of class III.A SDN Model Terpadu Madani consisting of 13 boys and 19 girls. The data collection technique in this research was an observation sheet. The data analysis technique in this research was a quantitative descriptive technique to calculate the percentage value of the observation sheet of student activities and provide an observation sheet. The results of this research are that there is an increase from cycle I to cycle II, namely 56.3% . Thus, it can be concluded that the application of the PAIKEM method can increase students' interest in reading in class III.A SDN Model Terpadu Madani.
Meningkatkan Partisipasi Peserta Didik dalam Pembelajaran Melalui Metode Index Card Match Rahmawati
JKPD (Jurnal Kajian Pendidikan Dasar) Vol. 10 No. 1 (2025): Januari 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan Univers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/gjvqez45

Abstract

Low student participation in classroom learning often results in limited engagement, both physically and mentally, which negatively affects the overall effectiveness of the teaching and learning process. This issue was identified among the third-grade students of SDN Model Terpadu Madani, where learners showed minimal involvement in asking questions, expressing opinions, and collaborating during lessons. This study aims to improve student learning participation through the implementation of the Index Card Match (ICM) method as an active learning strategy. The research employed a Classroom Action Research (CAR) design conducted in two cycles, consisting of planning, implementation, observation, and reflection stages. Data were collected through observation and analyzed using descriptive quantitative techniques. The results demonstrated a significant improvement in student participation, with an initial rate of 43.24% in Cycle I (categorized as sufficient) increasing to 65.42% in Cycle II (categorized as good). All participation indicators—questioning, expressing opinions, responding to questions, and group collaboration—showed notable progress. Based on these findings, the Index Card Match method is proven effective in enhancing student participation and is recommended as a viable active learning strategy for elementary school classrooms.
Meningkatkan Keaktifan Belajar Melalui Metode Permainan Mencari Kartu Pada Peserta Didik Rahmah
JKPD (Jurnal Kajian Pendidikan Dasar) Vol. 10 No. 2 (2025): Juli 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan Univers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/ddpejr69

Abstract

Low student learning activity in the classroom often results from monotonous instructional strategies that fail to engage learners physically and mentally, creating a passive and unmotivated learning atmosphere. This study aims to improve student learning activity through the implementation of the card-finding game method as an enjoyable and interactive learning approach. This research employed a Classroom Action Research (CAR) design carried out in two cycles, following the stages of planning, action, observation, and reflection. The subjects of the study were 30 third-grade students of SDN Model Terpadu Madani, consisting of 19 boys and 11 girls. Data were collected through observation and analyzed using descriptive quantitative techniques to calculate student activity percentages based on observation sheets. The results showed a significant improvement in student learning activity from Cycle I to Cycle II, with an overall increase of 63.3%. Additionally, the number of students achieving the "active" category rose from only 16.7% in Cycle I to 80% in Cycle II. These findings indicate that the application of the card-finding game method effectively enhances student participation and learning activity in the classroom.