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Contact Name
Agung Rimba Kurniawan
Contact Email
agung.rimba@unja.ac.id
Phone
+628117410246
Journal Mail Official
penyunting.jurnal.g-pgsd@unja.ac.id
Editorial Address
Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University Gajah Mada Street, Teratai, Muara Bulian District, Batanghari Regency, Jambi Province
Location
Kota jambi,
Jambi
INDONESIA
Jurnal Gentala Pendidikan Dasar
Published by Universitas Jambi
ISSN : 26147092     EISSN : 26219611     DOI : -
Core Subject : Education,
Gentala Journal Basic Education is a periodical scientific journal published in Indonesian language published by the Teacher Training and Education Faculty, Primary School Teacher Education Study Program twice a year in June and December. The submission process is open throughout the year. All submitted texts are reviewed with blind-peer reviews and editorial reviews before being accepted for publication. The Gentala Journal of Basic Education is a medium of information and scientific knowledge that mainly publishes articles from research and theoretical studies in the field of primary education and receives manuscripts from the following fields with an interdisciplinary and multidisciplinary approach: 1)Learning and Learning 2)Curriculum 3)Evaluation 4)Pedagogics of elementary school teachers 5)Learning Innovation 6)Developmental psychology 7)Inclusive Education 8)Management of education 9)Guidance and counseling for primary school teachers 10)ICT in elementary schools
Articles 260 Documents
Didactical Situations in Ethnomathematics Learning: A Case Study on Addition, Subtraction, Integers, and Fractions Using Sundanese Traditional Games: A Case Study on Addition, Subtraction, Integers, and Fractions Using Sundanese Traditional Games Supri, Supriadi
Jurnal Gentala Pendidikan Dasar Vol. 9 No. 2 (2024): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/gentala.v9i2.39821

Abstract

The purpose of this study is to analyze the didactical situations experienced by elementary school students when learning mathematics through traditional games. The traditional game examined is the egg game from Sundanese culture in West Java, Indonesia. This qualitative study involved 524 students from grades 1 to 6 in elementary school and grade 1 in junior high school during the initial stages of didactical design. The revised didactical design stage involved 304 elementary school students. Data collection instruments included learning obstacle tests, worksheets, documentation, and observations. The findings revealed epistemological obstacles in understanding mathematical concepts such as addition, subtraction, integers, and fractions. Through iterative didactical design and revisions, ethnomathematics-based teaching materials incorporating the egg game were developed, demonstrating alignment between teacher predictions and student responses. The results suggest that traditional games can serve as effective tools to make mathematics learning more engaging, accessible, and culturally relevant
Spelling Bee Games: Strategi Meningkatkan Kosakata Bahasa Indonesia Merlin, Herista; Zulfahita; Yanti, Lili
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research aims to: 1) Describe the differences in students' mastery of Indonesian vocabulary using the spelling bee method. 2) Determine whether the spelling bee game method is effective in improving students' vocabulary mastery. 3) Examine students' learning activities in class using the spelling bee game method. The population and sample in this study consisted of all fourth-grade students of SDS Karuna Singkawang, totaling 92 students. The data collection techniques used in this study included tests and observations. Data analysis consisted of prerequisite data analysis and final data analysis. Based on the research findings, it was concluded that: 1) There is a significant difference in Indonesian vocabulary mastery between the control and experimental classes, as evidenced by the t-test calculation for two independent samples, where tcalculated (6.69) > ttable (2.00). 2) The spelling bee game method is effective in improving Indonesian vocabulary mastery, as shown by the effect size calculation of 1.12, which falls into the large category. 3) Students' learning activities using the spelling bee game method during lessons reached a percentage of 90%, categorized as very good or active.
Mengungkapkan Hubungan Antara Percaya Diri dan Kemampuan Pemecahan Masalah Matematis Siswa Elmaini, Aldo; Wahyuni, Rika; Citroresmi P., Nindy
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This study aims to (1) determine the level of self-confidence among fourth-grade students at SDN 04 Singkawang in Mathematics lessons, (2) assess the level of mathematical problem-solving abilities of fourth-grade students at SDN 04 Singkawang, and (3) explore the relationship between self-confidence and mathematical problem-solving abilities among fourth-grade students at SDN 04 Singkawang. This research is quantitative in nature, employing a correlational study with a causal associative research design and using an asymmetrical relationship. The population of this study consists of all fourth-grade students, with the sample being the entire class, totaling 24 students. The results of the study are as follows: (1) The average self-confidence level of fourth-grade students at SDN 04 Singkawang is classified as "high," as evidenced by the percentage calculation, which reaches an average of 68.5. (2) The average test scores for mathematical problem-solving abilities of fourth-grade students at SDN 04 Singkawang are also classified as "high," demonstrated by the percentage calculation, which achieves an average of 74.1. (3) There is a significant relationship between self-confidence and mathematical problem-solving abilities among fourth-grade students at SDN 04 Singkawang. This result is indicated by a correlation test result of 0.881 < 0.05, with the category being "very high."
Pengaruh Media Pembelajaran Baamboozle Terhadap Minat Belajar Matematika Siswa Pada Sanggar Bimbingan Aisyiyah Pandan Malaysia Khoiroh, Nur; Sari, Suci Perwita
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

Success in school is mainly determined by a student's interest in studying, particularly when it comes to mathematics, which many children find challenging. The purpose of this study is to determine the effect of the Baamboozle learning media on students' interest in learning mathematics at Sanggar Bimbingan Aisyiyah Pandan Malaysia. The research used a one-group pretest-posttest design and a pre-experimental methodology. Seven fifth -grade children were among the participants. A learning interest questionnaire was used to collect the data, and SPSS version 27's paired sample t-test was used for analysis. The research results showed that the average pretest score was 39,43, while the average posttest score increased to 66,57. The Paired Sample T-Test yielded a significance value of 0.001, which is smaller than 0.05 (0.001 < 0.05). Thus, it has been proven that the use of Baamboozle learning media has a significant influence on students' interest in learning mathematics at Sanggar Bimbingan Aisyiyah Pandan Malaysia.
Effectiveness of Problem-Based Learning Model with Canva on Fourth Grade Students' Pancasila Learning Outcomes Eni Kumalasari; Susilo Tri Widodo
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research is motivated by the problem of student learning outcomes which are still many below the Criteria for Achieving Learning Objectives. The factor causing the low learning outcomes of students is because teachers still use old learning models and rarely use digital learning media. The purpose of this study was to determine the effectiveness of the PBL model assisted by Canva media on student learning outcomes in Pancasila Education subjects. This type of research is experimental research with the form of Nonequivalent Control Group Design. The sample in the study amounted to 65 students from SDN Barusari 02 as a trial class, SDN Barusari 01 as an experimental class, and SDN Bulustalan as a control class. Sample determination using simple random sampling technique. Data collection was carried out using observation, interviews, documentation, and tests. The data obtained from the test results were then analyzed using the t-test (independent sample t-test) and the n-gain test. Based on the results of the t-test analysis, the tcount> ttable (3.133> 2.016) or the significance value is less than 0.05 (0.003 < 0.05) so that Ha is accepted and Ho is rejected. The n-gain test of the control class was 43.69% and showed less effective criteria. Then the N-Gain percentage in the experimental class of 61.59% shows that it is quite effective. So, it can be concluded that the application of the PBL model assisted by Canva media is effective enough to improve the learning outcomes of Pancasila Education.
The EFEKTIFITAS MODEL MULTILITERASI BERBANTUAN EDPUZZLE UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PEMAHAMAN SISWA KELAS V SD : EFEKTIFITAS MODEL MULTILITERASI BERBANTUAN EDPUZZLE UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PEMAHAMAN SISWA KELAS V SD Rahmasari, Melati Ulya Nur; Sukasih, Sri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

The lack of pre-reading and post-reading activities leads to low reading comprehension skills among students. The application model and media can be a solution to this problem. The purpose of this study is to analyse the effectiveness of the multiliteracy model supported by edpuzzle in improving the reading comprehension skills of fifth grade students. The material taught focuses on reading comprehension skills in expository text learning with quantitative methods, quasi-experimental design. The sample of this study consisted of an experimental class and a control class of 21 students each. The data collection techniques used are test and non-test techniques, which are then analysed by normality test, paired sample t-test and N-gain test. There is a significant difference in the paired sample t-test with a sig value. (2-tailed) &lt;0.001&lt;0.05. Based on the N-gain test, it was found that the average learning scores in the experimental class were higher than in the control class, with scores of 61.47% and 42.07% respectively. Thus, it can be concluded that the multiliteracy model supported by Edpuzzle is more effective in improving the reading comprehension skills of fifth grade students of SDN Karanganyar 01 Semarang City on expository text material compared to conventional methods
Pengembangan Media Flashcard Berbasis Augmented reality untuk Meningkatkan Kemampuan Pemecahan Masalah Pecahan Kelas IV Putra, Susetya Dwi; Andrijati, Noening; Nurharini, Atip
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research aims to develop and evaluate the feasibility, practicality, and effectiveness of augmented reality-based flashcard media in enhancing students' problem-solving skills in fractions. Utilizing the Plomp development model, the study was conducted during the second semester of the 2024/2025 academic year in four public elementary schools in the Wijayakusuma cluster, Semarang City. A pretest-posttest control group design with simple random sampling was employed. The problem-solving ability test was aligned with Polya's indicators. The findings indicate that the augmented reality-based flashcard media is highly feasible, achieving an average feasibility score of 92.98%. Assessments based on media validation, material validation, and practicality all fell into the very feasible category. The practicality test yielded a score of 91.52% from both teachers' and students' responses, indicating high practicality. Effectiveness testing through pretests and posttests showed significant improvement in problem-solving abilities, with a significance value of 0.000 in the t-Test. N-Gain analysis revealed that the flashcard media was more effective than conventional learning, with a control class N-Gain of 0.5796 and an experimental class N-Gain of 0.7090. In conclusion, augmented reality-based flashcard media effectively enhances students' mathematical problem-solving skills in fractions and serves as an alternative solution to improve the quality of fourth-grade learning.
Implementation of Team Games Tournament Learning Model to Improve Science Learning Outcomes Yuliyanti; Nur Kalifah, Diah Rizki
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

The study aims to determine the application of the Team Games Tournament (TGT) learning model to improve the learning outcomes of science subjects on the subject of me and my needs in fourth-grade elementary school students. This study uses a Classroom Action Research (CAR) approach using the Kemmis and Mc. Taggart research design which is carried out through two cycles covering four stages consisting of planning, implementation, observation, and reflection. The research subjects consisted of 18 fourth-grade elementary school students. Data collection techniques used through observation and written tests. Data analysis in this study uses qualitative data analysis, namely with statistical models such as tables and diagrams from the results of observations and values of each cycle and uses quantitative data analysis by comparing data obtained from the implementation of cycle I and cycle II activities. The results of the study indicate that the application of the TGT learning model can improve student learning outcomes in science subjects with an average value of 66.67 in cycle I and obtaining the highest score of 90 with a percentage of 11.1%. in cycle II the average value is 84.44 with the highest score of 100 and a percentage of 22.2%. It can be concluded that the TGT learning model can improve the science learning outcomes of fourth-grade elementary school students.
A Analisis Kreativitas Siswa Dalam Mendesain Komik Dengan Model Pembelajaran Project Based Learning (PJBL) Di Sanggar Belajar Kepong Malaysia Irianti Yuliana, Irianti; Saragih, Mandra
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research aims to analyze students' creativity in designing comics using the Project Based Learning (PjBL) learning model at the Kepong Learning Studio, Malaysia. Student creativity is evaluated based on 3 aspects, namely originality, flexibility and elaboration in designing comics. The research method used is descriptive qualitative, with data collection techniques through observation, interviews and documentation. The research results show that the application of the PjBL model has a positive impact on the development of student creativity. Students are more active in exploring ideas, producing more innovative comic designs, and improving critical thinking and collaboration skills in completing projects. The main supporting factor is the use of project-based methods which encourage students to be more independent in the learning process. However, researchers also found several obstacles, such as limited technical skills in drawing and using digital design applications. The conclusion of this research confirms that PjBL is effective in increasing students' creativity in designing comics. The recommendation from this research is the systematic application of the PjBL method and increased guidance in the use of digital design technology to support the development of student creativity.
Pengaruh Strategi Everyone is a Teacher Here Berbantuan Spinning Wheel terhadap Minat Belajar Siswa pada Pembelajaran Pendidikan Pancasila Amalia, Dhea; Prihartiningtyas, Nindy Citroresmi; Sumarli, Sumarli
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This study aims to: (1) describe the difference in students' learning interests between classroom learning using the everyone is a teacher here strategy assisted by spinning wheels and classroom learning using direct learning; (2) describe the magnitude of the influence of the Everyone is a Teacher Here learning strategy on interest student learning in Pancasila education learning; (3) describe the students' response to the implementation of the Everyone is a Teacher Here strategy assisted by a spinning wheel in Pancasila Education learning. This research used is quantitative or experimental research. The population in this study were students in classes VA and VB with 30 students. The sampling technique is total sampling / saturated sampling technique, the sample in this study were students in classes VA and VB at SDN 24 Singkawang, totaling 30 students. The data collection technique in this research is in the form of an adapted student learning interest questionnaire from Trisna (2021) and an adapted student response questionnaire from Timara (2021). The data analysis technique is demonstrated by carrying out a t test on the first problem formulation, an effect size test on the second problem formulation and carrying out descriptive percentages on the third problem formulation. The results of the research show that (1) there are differences in students' learning interest between classes with the everyone is a teacher here learning strategy assisted by spinning wheel media and direct classes, (2) the influence of the everyone is a teacher here strategy assisted by spinning wheel media on students' learning interest is in the medium category, and (3) positive student responses to the implementation of the everyone is a teacher here strategy assisted by spinning wheel media on students' interest in learning in Pancasila Education.