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Contact Name
Iis Nurasiah
Contact Email
jurnalperseda@ummi.ac.id
Phone
+6285695702835
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jurnalperseda@ummi.ac.id
Editorial Address
Prodi PGSD ruang C9 Universitas Muhammadiyah Sukabumi Alamat : Jl. R. Syamsudin SH. No. 50 Kota Sukabumi
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Kab. sukabumi,
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INDONESIA
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar
ISSN : -     EISSN : 26849917     DOI : 10.37150/perseda
Core Subject : Education, Social,
jurnal perseda (jurnal pendidikan guru sekolah dasar) terdiri dari berbagai penelitian yang membahas terkait dengan keilmuan di sekolah dasar
Arjuna Subject : Umum - Umum
Articles 213 Documents
Pengembangan Media Interaktif Berbasis HTML5 Digital Story Pocketbook Muatan Pembelajaran Bahasa Indonesia Kelas IV Agil Aryanto; Sukardi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 2 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i2.2111

Abstract

The development of technology has entered the field of education, with the most noticeable being the significant growth of digital-based learning media. This research discusses the development of interactive learning media called Digital Story Pocketbook for Indonesian Language Class IV, Phase B, focusing on the topic of Discovering Intrinsic Elements of Narrative Texts. The research utilizes the Research and Development (R&D) method, aiming to produce and test the effectiveness of a product, following the Borg and Gall model consisting of 8 stages tailored to the research needs, including: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) initial testing (small-scale); (7) product revision; (8) field testing (large-scale). The results of developing the Digital Story Pocketbook for Indonesian Language Class IV, Phase B, on the topic of Discovering Intrinsic Elements of Narrative Texts, indicate that the product is deemed suitable based on the media expert's validation score of 93.3% and content expert's validation score of 90%. The practicality of the Digital Story Pocketbook is evident from the response of the learners, with a score of 90.5%, and the N-gain presentation of 77.2% demonstrates the effectiveness of the Digital Story Pocketbook as a learning media.
Pengembangan Media Pembelajaran Flipbook Untuk Menambah Pemahaman Siswa Pada Materi Keragaman Suku Bangsa Dan Budaya Pada Siswa Kelas V SDN Glonggong 04 Kabupaten Madiun citra prameswari; Pinkan Amita; Naniek Kusumawati
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 2 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i2.2113

Abstract

This development research has the aim of developing a learning media product in the form of a flipbook to increase students' understanding of the subject of ethnic and cultural diversity in fifth grade students at SDN Glonggong 04 Madiun Regency. This study uses the Borg n Gall development model as a systematic step in the product development process, but the authors use four stages, namely (1) Research and Information Collection (research and data collection), (2) Planning (planning), (3) Develop Preliminary Form Of Product (development of initial product drafts), (4) Preliminary Field Testing (initial field trials). The methods used are documentation, observation, interviews, and questionnaires as data collection instruments. Trials in this development research included material expert validation, media expert validation, linguist validation, class V student responses and also class V teacher responses. the results of the validation assessment from material experts obtained a score of 91% with very valid criteria, the results of the validation assessment media experts obtained a score of 91% with very valid criteria, the results of the validation assessment of linguists obtained a score of 91% with very valid criteria, for class V students' responses obtained a score of 84% with very valid criteria, and for teacher response results obtained a score of 92% with very valid criteria. From the results of the trial it can be concluded that flipbook learning media to increase students' understanding is suitable for use as a learning process.
PENINGKATAN HASIL BELAJAR MELALUI IMPLEMENTASI MEDIA BELAJAR MIKA HOLOGRAM 3D PADA PEMBELAJARAN IPA SD KELAS 5 : Peningkatan Hasil Belajar IPA SD Kelas 5 Aditya Dwi Pratama; Muhamad Sofian Hadi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 3 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i3.2115

Abstract

This research aims to explore the improvement of concept understanding through the implementation of the 3D Hologram Mica learning media in the teaching of Natural Sciences for 5th-grade elementary school students. The research method used was classroom action research involving one experimental class using the 3D Hologram Mica learning media and one control class using conventional teaching methods. The population of this research consisted of 5th-grade students in an elementary school in an urban area. The research sample consisted of 18 randomly selected students divided into two groups. Data were collected through concept understanding tests before and after the implementation of the 3D Hologram Mica learning media, as well as classroom observations and interviews with the teacher. The results of the research show that the implementation of the 3D Hologram Mica learning media significantly improves students' learning outcomes. There is a significant increase in the average scores of students' learning outcomes after the implementation of the 3D Hologram Mica learning media compared to the previous scores. The average score obtained in the pre-cycle activities was 69.3 with a class mastery level of 38%. Then, an action was taken by implementing the Mica Hologram 3D learning media in the second cycle phase, and an average score of 76 was obtained with a class mastery level of 55%. As it did not reach the minimum mastery level of 80%, the research proceeded to the second cycle action, and the average score obtained was 86 with a class mastery level of 88%. With these results, the action was stopped in the second cycle, showing a learning mastery improvement of 17% from pre-cycle to cycle I, and 33% from cycle I to cycle II. In addition, classroom observations and interviews with the teacher revealed positive responses from students toward the use of this learning media, which involved engaging three-dimensional visualization. Based on these findings, it can be concluded that the implementation of the 3D Hologram Mica learning media in teaching Natural Sciences to 5th-grade elementary school students is effective in improving concept understanding. It is recommended for teachers and other schools to consider the use of this innovative learning media as a teaching aid that can enhance learning outcomes and the quality of Natural Sciences education at the elementary school level.
Pengembangan Perangkat Pembelajaran Berbasis E-Komik Kelas V SDN 205 Palembang eny; aldora pratama; Liza Murniviyanti
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 3 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i3.2124

Abstract

The purpose of this research was to find out the process of developing E-Comic-based learning media in class V SDN 205 Palembang. To find out student responses and feasibility in using E-Comic in fifth grade students. The type of research used in this research is the Research and Development (R&D) method with the ADDIE development model. Questionnaire data collection techniques, tests, and documentation. Data analysis techniques were carried out to obtain E-Comics according to student response criteria and eligibility. The results of this study are that the development of E-Comic media is declared valid or feasible, based on the results of the validity assessment according to media experts the average score is 4.3 with a percentage of 84.8%, the category is very valid, linguists average score is 4 with a percentage of 80 % category is very valid and material expert average score is 4.4 with a percentage of 94.5% category is very valid. The development of E-Comic media was stated to be practical based on the results of the practicality assessment according to the student response questionnaire getting an average score of 4.2 percentages 84.5 in the very practical category.
Peningkatan Pemahaman Konsep Makna Lambang Negara Menggunakan Model Pembelajaran Problem Based Learning (PBL) Berbantuan Media Shadow Puppets Pada Siswa Kelas III SDN Gerih 4 Kabupaten Ngawi intan kusumawardhani; Davi Apriandi; Solikah; Sukarni
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 3 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i3.2134

Abstract

This study aims to increase understanding of the concept of the meaning of the state symbol using a problem-based learning model assisted by shadow puppets media. The research method uses Classroom Action Research (PTK) with the Kemmis and Mc Taggart PTK models and approaches to quantitative and qualitative data consisting of two cycles. Each cycle consists of planning, implementing, observing, and reflecting. The subjects of this study were class III students at SDN Gerih 4 for the 2022/2023 academic year. Data collection techniques are observation, interviews, documentation and evaluation test questions. The results of the study show that the use of problem-based learning models assisted by shadow puppets media can improve understanding of the concept of the meaning of national symbols. This is shown by the percentage of completeness in cycle I of 78.57% with an average value of 77.14, an increase in the percentage of completeness in cycle II of 92.85% with an average value of 82.85.
PENERAPAN MODEL PROJECT BASED LEARNING UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR MATEMATIKA SISWA KELAS IV SD NEGERI 235 PALEMBANG Zahara Zahara; Evy Ratna Kartika Waty; Nopri
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 3 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i3.2138

Abstract

This study aims to improve student learning outcomes and activities in data presentation material by applying a project based learning model. This research was conducted at SD Negeri 235 Palembang with research subjects in class IV B, totaling 26 students. The research method uses the type of classroom action research which consists of the stages of planning, implementing action, observing, and reflecting. The research data is in the form of observation results and student test assessment results. Before the action was given, only 34.61% of students were able to achieve a KKM of 68. After the action was taken using the project based learning model, cycle I showed that there was an increase in student learning outcomes with learning outcomes of 46.1%, cycle II of 69.2%, and cycle III of 80.1%. In addition to learning outcomes, the activities of students also increased, seen during the implementation of observations and learning process activities carried out in class each cycle became more active. The result of active learning of students in cycle I was 58.01%, cycle II was 68.58% and cycle III was 81.72%. So it can be concluded that by applying the project based learning model can improve learning outcomes and students' activeness in learning mathematics data presentation material.
The PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE MODEL TETRIS PECAHAN UNTUK MENINGKATKAN PRESTASI BELAJAR MATEMATIKA SISWA KELAS IV SDIT BINA CENDEKIA Tintin Rustini; Muhamad Sofian Hadi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2143

Abstract

Math lessons, especially fractions, often pose difficulties for some students at the primary school level. Various learning methods and media are needed to overcome these challenges. One of the interesting learning media is the Tetris puzzle model. This study aims to evaluate the effectiveness of using Tetris fraction puzzle media in improving the math learning outcomes of fourth grade students at SDIT Bina Cendekia. This research uses a qualitative approach to accurately describe symptoms or phenomena. The subjects of this study were 25 fourth grade students of SDIT Bina Cendekia. The research took place during March 2023 and involved various data collection methods, including classroom observations, interviews with teachers and students, and documentation of learning activities. Data were analyzed in a number of stages, including mapping, thematic analysis, and interpretation. The results showed that the use of Tetris fraction puzzle learning media significantly improved student achievement. Students who initially had difficulty understanding fraction math lessons admitted that it was easier to understand the teacher's explanation and do the assignments. During the summative test, the average student's fraction math score increased significantly.
PENGARUH MEDIA PEMBELAJARAN BERBASIS AUDIO VISUAL TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS 1 SD Abdul Lathif, Muhammad Ichsan; Alfin Noor Aini; Selly Maria Margaretha; Viva Kafita; Diana Ernawati
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i2.2148

Abstract

This research was motivated by the low learning outcomes of class I students at SD N 04 Gondangmanis in learning. The purpose of this study was to determine student learning outcomes before and after using audio-visual-based learning media methods on first grade mathematics learning outcomes at SD N 4 Gondangmanis. This research is a quantitative research using experimental research methods. This study used an experimental method, and as a research plan used the Pre-Experimental Design Type One Group Pretest-Posttest Design. This study used pre-test before treatment and post-test after treatment. The population of this study were 15 first grade students of SD N 04 Gondangmanis. From the results of data collection techniques with tests, interviews, and documentation. The data analysis used in this study was normality test, hypothesis test, and t test (Paired T test) using SPSS 23. The results of the t-test (Paired T test) obtained sig. (2 tailed) of 0.00<0.05. It can be concluded that there is an influence of audio-visual-based learning media on the learning outcomes of class I mathematics at SD N 4 Gondangmanis. From these calculations, the results of the T test were found to be less than the significant level. This is also evidenced by the average pre-test of (60.6) and the average post-test score of (85.3).
Pengembangan Traditional Game Congklak pada Materi Penjumlahan dan Pengurangan untuk Meningkatkan Kemampuan Berhitung Siswa Kelas 1 siti maysaroh; Cindya Alfi; Mohamad Fatih
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2162

Abstract

This research originates from the results of preliminary observations and interviews conducted with elementary school teachers at SDIT Al-Firdaus Semen. The learning process was found to be problematic, due to a lack of various teaching materials. The limited variety of media results in a lack of engagement among students, leading to boredom and distraction during arithmetic lessons. Students often stray off course, engaging in conversations with peers or immersing themselves in other activities in the classroom. To answer this problem, the traditional congklak game was introduced as a pedagogical tool to improve the numeracy skills of first grade students at SDIT Al-Firdaus Semen. Using the ADDIE research model, this study involved a total of 15 participants. The Research and Development method or commonly referred to as RnD is guided by the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The tools used in this process include material expert sheets, media experts, user experts (teachers), as well as pretest and posttest assessments. The purpose of this study was to improve the numeracy skills of first grade students at SDIT Al-Firdaus in addition and subtraction. The results showed that media experts rated the results of the assessment at 82.5% (very feasible), material experts at 90% (very feasible), and user experts (teachers) at 100% (very feasible). Together, these assessments show that the traditional congklak game media is very suitable for improving the arithmetic addition and subtraction skills of grade 1 SDIT Al-Firdaus students. Congklak Traditional Game Media not only improves students' numeracy skills but also provides valuable data through pretest and posttest scores which are then calculated using N-Gain. The average N-Gain value obtained is 81.38%, indicating a high level of improvement. Based on this, it can be concluded that the use of Congklak Traditional Game media is highly recommended and effective in improving students' numeracy skills.
Analisis Faktor-Faktor Penyebab Rendahnya Minat Baca Siswa di Perpustakaan SD Negeri 1 Kelekar Elin; Farhan yadi; Henni Riyanti
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i2.2163

Abstract

This study aims to determine what factors cause the low reading interest of students in the SD Negeri 01 Kelekar library. The research problem is what are the external and internal factors that cause students' low reading interest in the SD Negeri 01 Kelekar library. This research method will use descriptive qualitative research. The object of this research is students at SD Negeri 01 Kelekar. Data collection techniques used in this study were interviews, questionnaires and documentation. The data obtained is then analyzed by reducing, displaying and concluding. The results showed that there were several factors that influenced students' reading interest. External factors include family environmental factors that do not support and motivate students to read, curriculum and school education factors that are not conducive such as not providing a place to read other than the library, community infrastructure factors that do not support increasing interest in reading which gives examples of preferring to places of entertainment Instead of going to a bookstore, the factor of availability and accessibility of reading materials such as textbooks is incomplete, the collection of books students are looking for is also incomplete and the books in the library are not yet diverse. While internal factors include students' reading ability, namely there are students who have difficulty reading, there are still many students who do not understand the contents of the reading, students read books at the behest of the teacher, students read books not according to their needs, such as students prefer to read fables, stories and poetry rather than reading textbooks as well as students completing assignments looking at the internet instead of books