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Contact Name
Iis Nurasiah
Contact Email
jurnalperseda@ummi.ac.id
Phone
+6285695702835
Journal Mail Official
jurnalperseda@ummi.ac.id
Editorial Address
Prodi PGSD ruang C9 Universitas Muhammadiyah Sukabumi Alamat : Jl. R. Syamsudin SH. No. 50 Kota Sukabumi
Location
Kab. sukabumi,
Jawa barat
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
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN CINCIN RIBEKA TERHADAP PEMAHAMAN NUMERASI DAN KESADARAN LINGKUNGAN SISWA KELAS V SEKOLAH DASAR Hartik, Hartik; Wiryanto, Wiryanto; Mariana, Meni; Hendratno, Hendratno; Istiq’faroh, Nurul
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v8i1.3153

Abstract

The aim of this research was to analyze initial needs in developing concrete learning media in the form of Ribeka Rings to improve numeracy understanding and environmental awareness for fifth grade of elementary school students. The condition of the school environment was not kept clean and the students' low awareness of waste management can be overcome through the integration of numeracy learning with the use of recycled waste as a concrete medium. Environmental awareness that is formed through the use of recycled waste as a learning medium can be strengthened with a collaborative approach, where teachers, students and the community jointly design and create ribeka ring media in order to increase students' understanding of numeracy and environmental awareness in the school. The method used in this research is a descriptive approach with data collection techniques through observation, interviews and questionnaires for teachers and students. The research results show that students need learning media that can visualize mathematical concepts in a concrete and fun way. These findings supported the development of Ribeka Ring media as an effective means of increasing understanding of numeracy while instilling environmental awareness in elementary school students. Learning media that combines mathematical concepts with environmental awareness, such as the Ribeka Ring, can be an effective solution for improving students' understanding of numeracy and environmental awareness simultaneously. It is hoped that this media can make learning more fun and relevant to real life.
PEMANFAATAN MEDIA DIGITAL PADA PENYELENGGARAAN PENDIDIKAN INKLUSIF SEKOLAH DASAR SURAKARTA Cahyaning Sekar Pangesti; Risti Nurul Septyani; Nurul Hidayati; Minsih
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v8i1.3224

Abstract

The aim of this research is to; (1) describe the implementation of the use of digital media in inclusive schools, (2) identify the benefits of digital media in inclusive schools as well as barriers to using digital media in inclusive schools. The research was conducted at SD Negeri Pajang 1 No. 93 Surakarta. The method used in this research is qualitative research. The research subjects were the principal, class teachers, GBK, and students. Three data collection techniques were used in this research. Three techniques were used when collecting data, including the interview method, observation method, and document study method. The results of the research show that at SD Negeri Pajang 1 No. 93 Surakarta has utilized digital media to carry out learning, namely the Canva application. The use of digital media has a positive effect on students, namely attracting children's attention, making it easier for slow learner children to receive material, and improving students' technology skills. The obstacles encountered in using digital media include, it takes up quite a lot of extra time and school facilities are still limited.
IMPLEMENTASI MODEL PEMBELAJARAN PROBLEM BASED LEARNING DALAM UPAYA MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF SISWA SEKOLAH DASAR Dewi, Nastitisari; Sumantri, Syarif; Gumelar, Gumgum
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/28e93g92

Abstract

This study aims to examine the implementation of the Problem-Based Learning (PBL) model in improving the creative thinking skills of elementary school students. PBL is considered one of the innovative learning models that emphasizes solving real-world problems, collaboration, and the development of higher-order thinking skills. This research employed a Classroom Action Research (CAR) method with a qualitative approach, conducted on 30 fifth-grade students at SDN Benteng 3, Sukabumi City. Data were collected through observation, interviews, documentation, and creative thinking skill tests, and were analyzed using qualitative descriptive techniques. The results revealed a significant improvement in students’ creative thinking skills after the implementation of PBL. The average score increased from 34.55 (pretest) to 59.76 in the first cycle (N-Gain 39.27%, medium category) and reached 71.21 in the second cycle (N-Gain 56.38%, medium category). The most prominent improvement was observed in the indicators of flexibility and originality, while fluency, elaboration, and evaluation also showed positive progress, albeit more moderately. These findings indicate that PBL not only makes learning more interactive, collaborative, and contextual but also provides opportunities for students to generate diverse ideas, develop innovative solutions, and make critical judgments about problems. Therefore, this study confirms that PBL is effective and relevant to be continuously implemented in elementary schools to foster creative thinking skills, which are among the essential competencies required in the 21st century.
PENINGKATAN KETERAMPILAN BERPIKIR KREATIF SISWA MELALUI IMPLEMENTASI PROYEK PENGUATAN PROFIL PELAJAR PANCASILA DI SDN NAGRAK Novianti, Nita; Sumantri, Muhammad Syarif; Gumelar, Gumgum
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/9xvsqg20

Abstract

Creativity is a 21st-century skill and also one of the dimensions of the Pancasila student profile that must be trained to students from an early age. To foster student creativity, efforts are needed to train creative thinking skills, one of which is in the Pancasila Student Profile Strengthening Project (P5) activities. The research is motivated by efforts made by schools to train students' creative thinking skills as one of the skills that students must master in responding to the challenges of the 21st century. This study aims to analyze the improvement of students' creative thinking skills in the implementation of the Pancasila Student Profile Strengthening Project (P5) which raises the theme of Sustainable Lifestyle at SDN Nagrak, Sukabumi City. This type of research uses classroom action research with 3 cycles. The technique of collecting written test data by calculating the average learning outcomes of each cycle, calculating the total score of the questionnaire and its descriptive analysis, and documentation. Likert scale questionnaires are given to the principal, teachers who teach in grade four, and nine students. The written test and questionnaire are carried out directly during the implementation of the P5 activities for three cycles. The results of the study showed a significant increase in students' creative thinking skills test results in the following indicators: 1) fluency; 2) flexibility; 3) originality; and 4) elaboration. These creative thinking skills can be practiced in P5 activities as an effective platform for building environmental awareness from an early age.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT BERBASIS MEDIA QUESTION CARD TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA DI SD Amanda Deliya Putri; Mustamiroh; Iksam; Tri Wahyuningsih
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/7n1ktf17

Abstract

This research is motivated by the low learning outcomes of fourth-grade students of SD Negeri 007 Samarinda Ulu, especially in the subject of Pancasila Education. This is caused by the use of models in learning activities that are not yet oriented so that students can be more active in the learning process. The aim of this study is to determine the effect of the Cooperative Learning Model of the Teams Games Tournament (TGT) Type Based on Question Card Media on the Learning Outcomes of Pancasila Education on Mutual Cooperation Material for Class IV of SDN 007 Samarinda Ulu in the 2023/2024 Academic Year. The type of experimental research used is Quasi Experimental with a research design of Nonequivalent Control Group Design. The population used in this study were all students of grades IV A and IV C of SD Negeri 007 Samarinda Ulu. In this study, there was a control class that used a direct learning model and an experimental class with a total sample of 50 people. Data collection techniques used in this study consisted of tests and documentation. Thus, the research instruments consisted of pretest and posttest sheets, as well as documentation guidelines. Meanwhile, the data analysis techniques used in this study are normality test, homogeneity test, and hypothesis test using Mann-Whitney test because the research results obtained are not normally distributed and homogeneous. The results of the research from hypothesis testing using Mann-Whitney test, show that the Asymp.Sig. (2-tailed) value of the experimental class and the control class with a sample size of 50 is 0.000. Based on the basis of the Mann-Whitney test decision making, if the Asymp.Sig. (2-tailed) value ≤ 0.05 then ha is accepted and Ho is rejected. Thus, because the Asymp.Sig. (2-tailed) value obtained is smaller than 0.05, it can be concluded that there is an influence of the Cooperative Learning Model of Teams Games Tournament (TGT) Type Based on Question Card Media on the Learning Outcomes of Pancasila Education on Mutual Cooperation Material for Class IV SDN 007 Samarinda Ulu in the 2023/2024 Academic Year.
STRATEGI ADAPTIF GURU DALAM MENDAMPINGI SISWA TUNARUNGU DI SEKOLAH DASAR INKLUSIF Rahmawati, Magdalena Chori; Supena, Asep; Bintoro, Totok
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/r69w8x79

Abstract

This study aims to describe the strategies employed by teachers in supporting deaf students in inclusive primary schools. The background of the study is grounded in the principle of inclusive education, which guarantees the right of all children, including those with special needs, to receive equitable and quality education. A descriptive qualitative method was used, with data collected through observation, interviews, and document analysis. The research subjects included a classroom teacher, a school principal, and a deaf student at St. Fransiskus III Primary School in Jakarta. The findings revealed that the teacher’s strategies encompassed clear non-verbal communication, the use of visual media, repetition of information, and individualized approaches. The teacher managed the classroom by placing the deaf student in a strategic position and creating a supportive learning environment that encouraged social interaction. In terms of assignments and assessment, the teacher applied differentiation strategies by providing additional time and guidance. Moreover, the student’s progress was communicated directly to parents to foster close collaboration. The study also identified several challenges, such as limited time, lack of training, and constraints related to school policies and facilities. It concludes that the success of inclusive education is strongly influenced by adaptive teaching strategies and systemic support from the school environment and parents.
A PENGEMBANGAN DESAIN PERMAINAN BERBASIS ADVENTURE EDUCATION DALAM KEMAMPUAN MOTORIK KELAS III SEKOLAH DASAR Krisno, Siska; Ardiyanto, Asep; Wakhyudin, Husni
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/w5hkg457

Abstract

The background that drives this research is the low motor skills of students and the lack of innovation in learning Physical Education at Pagejugan 03 State Elementary School. The Solution to these problems is the development of Adventure Education game design in the motor skills of grade III elementary school. The method used was Research and Development (R&D) with the ADDIE model. The research subjects were 29 third-grade students with data collected through observation, interviews, and questionnaires and analyzed qualitatively and quantitatively. The result of the analysis will prove the validity of the developed product. The result of this study are the development of Adventure Education-based game design in the motor skills of grade III elementary school, this game design is validated by experts consisting of two experts, namely game/motion experts and elementary learning experts. The result of the validation of game/movement experts received a score of 97,14% with the criteria “Very Feasible” and the result of the validation of elementary learning experts received a score of 97,89% with the criteria “Very Feasible”. Meanwhile, the results of practicality were obtained from observation questionnaires and teacher questionnaires. The result of the Class teacher questionnaire scored 100% with the criteria “Very Practical” and the PJOK teacher questionnaire scored 100% with the criteria “Very Practical”. While at the stage the result of the students’ questionnaire to determine the acceptance of the game design received a score of 99,54% with the criteria “Very Feasible”. Based on the result of this study, it can be concluded that the development of Adventure Education-based game design in grade III motor skills is valid, practical and acceptable to students so that it is feasible to use in elementary schools.
PENGEMBANGAN MEDIA BOARD GAME HOMPIMPA PADA IPAS SIFAT CAHAYA KELAS V SEKOLAH DASAR Ardianzah, Dedy; Faradita, Meirza Nanda; Martati, Badruli
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/g76nxw39

Abstract

This study aims to: 1) describe the feasibility of the Hompimpa board game media in the IPAS subject on the topic of light properties for Grade V students in elementary school; and 2) describe students’ understanding and activeness in learning IPAS using the Hompimpa board game media. The researcher used the Research and Development (R&D) method, based on the 4-D model (Define, Design, Develop, and Disseminate). Data analysis techniques included questionnaires and tests. The research instruments used in this process included media expert assessment sheets, material expert sheets, teacher responses, student responses, and assessments after using the developed media. The results showed that the media expert gave a final average score of 71 with a percentage of 95%, categorized as very valid. The material expert gave a final average score of 72 with a percentage of 96%, also categorized as very valid. Teacher responses reached an average score of 44 with a percentage of 88%, categorized as very practical, while student responses reached 92%, also categorized as very practical. Student test results after using the media showed a percentage of 89%, categorized as very effective. Based on these findings, it can be concluded that the development of the Hompimpa board game media for the IPAS topic on light properties is valid, practical, and effective.
PENERAPAN MODEL TEAMS GAMES TOURNAMENT BERBANTUAN MEDIA WORDWALL TERHADAP KEAKTIFAN BELAJAR SISWA Septiana, Elisa; Fakhriyah, Fina; Agung Santoso, Denni
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/vtcasn43

Abstract

This research is based on the low level of learning activity of fourth grade students at SD 4 Gulang. This study aims to describe the effect of the Teams Games Tournament (TGT) model assisted by wordwall on student learning activity. The research applied is a research with a quantitative pre-experiment approach. The subjects of this study included all fourth grade students at SD 4 Gulang as a population and a sample of 21 students. The results of the study indicate that there is a positive influence of the application of the teams games tournament model assisted by wordwall on student learning activity with the results of the Paired Sample T-test sig. 0.000 <0.05, it can be concluded that there is a significant influence of the application of the teams games tournament model assisted by wordwall which makes students actively involved during learning. In addition, based on the results of the descriptive statistical test, it can be seen that there is an increase in learning activity during learning. The results of the N-Gain test show an increase in student activity at each meeting, namely at meeting 1 with an average of 46.93 students then increasing at meeting 2 by 69.38. In the third meeting, the average student activity increased to 87.92, which means that each meeting saw a significant increase in student learning activity. In conclusion, the implementation of the Teams Games Tournament model with the help of word walls was quite effective in increasing the learning activity of fourth-grade students at SD 4 Gulang.
PENERAPAN MODEL PEMBELAJARAN KOLABORATIF TIPE GROUP INVESTIGATION DALAM MENUMBUHKAN PERILAKU JUJUR DAN TANGGUNG JAWAB Kumalasari, Sinar
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/z8xn3247

Abstract

The problem in this study originates from the low level of honesty and responsibility among students in Islamic Religious Education (PAI), particularly in the topic "Commendable Behavior is My Identity." Students tended to be passive, hesitant to express their opinions, and often neglected their responsibilities in group tasks. This study aims to describe the implementation of the collaborative learning model, Group Investigation (GI), in fostering honesty and responsibility among third-grade elementary students. This research employed a descriptive qualitative approach and was conducted over three sessions involving 28 third-grade students at SDN 005 Rantau Pulung. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results indicate that the GI model gradually increased students' active participation, encouraged honest expression of opinions, and fostered a sense of responsibility in group roles. Students demonstrated enthusiasm during discussions, task distribution, and group presentations. Local cultural values were also integrated to strengthen the internalization of character. Through its collaborative and participatory approach, the GI model proved effective in cultivating students' honesty and responsibility.