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Contact Name
Imanuel Sairo Awang
Contact Email
iman.saiaw@gmail.com
Phone
+6285654080901
Journal Mail Official
pgsdpersadakhatulistiwa@gmail.com
Editorial Address
Jalan Pertamina Sengkuang, Sintang, Kabupaten Sintang, Kalimantan Barat
Location
Kab. sintang,
Kalimantan barat
INDONESIA
Jurnal Pendidikan Dasar Perkhasa
ISSN : 2461078X     EISSN : 2654783X     DOI : https://doi.org/10.31932/jpdp.v6i1
Core Subject : Education,
Jurnal pendidikan dasar perkhasa merupakan jurnal penelitian bidang pendidikan dasar yang terbit dua kali setahun yakni bulan April dan Oktober.
Articles 464 Documents
REKONSTRUKSI PEMBELAJARAN MATEMATIKA SD BERBASIS STEAM SEBAGAI STRATEGI PENGUATAN LITERASI NUMERASI DAN KETERAMPILAN ABAD KE-21 Isa, Muhammad; Saila, Nurul; Handayani, Linda; Elianti, Elianti; Erlina, Leni
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.6364

Abstract

The transformation of education in the 21st century requires mathematics learning that is not only oriented toward the mastery of concepts but also toward strengthening numeracy literacy and developing 21st-century skills. One approach considered capable of addressing these demands is the STEAM (Science, Technology, Engineering, Art, and Mathematics) approach, which integrates multiple disciplines within contextual and collaborative learning. This study aims to analyze the contribution of the STEAM approach in elementary school mathematics learning toward strengthening numeracy literacy and 21st-century skills, as well as to formulate a conceptual framework for reconstructing STEAM-based mathematics learning. The study employed a Systematic Literature Review (SLR) method with a qualitative approach. Data were obtained from the Google Scholar, SINTA, and Scopus databases using keywords relevant to STEAM-based mathematics learning. The article selection process was conducted through the stages of identification, screening, and comprehensive content review. The initial search identified 56 articles, which were subsequently narrowed down to 33 articles based on the relevance of their titles and abstracts, and finally 16 articles met the inclusion criteria and were analyzed further. Data analysis was carried out using content analysis and narrative synthesis to identify patterns in the research findings. The results of the review indicate that the STEAM approach contributes positively to improving numeracy literacy and developing 21st-century skills, including critical thinking, creativity, collaboration, and communication. Furthermore, the integration of STEAM with active learning models such as Project-Based Learning and Problem-Based Learning can create more meaningful and contextual mathematics learning experiences in elementary schools
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ADOBE ANIMATE (FORZA) PADA MATERI GAYA MENINGKATKAN PRESTASI BELAJAR IPAS SD KELAS IV Apriansyah, Wira; Wahyudi, Urip Muhayat Wiji
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.5271

Abstract

This study aimed to examine how the interactive learning media FORZA can improve the academic performance of fourth-grade students at SDN Kadipiro, Yogyakarta, on the topic of forces (IPAS). Conducted in 2026, the research employed the ADDIE development model. The product, FORZA media, was tested through two stages: a limited trial and a field test. Data were collected through interviews, questionnaires, and pretest–posttest assessments. The results showed that the FORZA application was highly effective. Media experts rated it at 87.1% and subject-matter experts at 91.1%, both categorizing it as highly feasible. Teachers and students also considered the media practical, with scores of 77% and 72%, respectively. Furthermore, students’ test scores increased by 20% after using the media. In conclusion, the FORZA interactive learning media is feasible, practical, and effective in improving students’ learning outcomes in elementary science (IPAS).
EFEKTIVITAS MODEL TEAMS GAMES TOURNAMENT (TGT) DAN GAMES BASED LEARNING (GBL) BERBASIS ICE BREAKING TERHADAP RASA PERCAYA DIRI PESERTA DIDIK DI SEKOLAH DASAR Agustina, Meliana; Taufik, M.; Rahmani, Anggi
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.6335

Abstract

This study aimed to: (1) determine the effectiveness of the Teams Games Tournament (TGT) and Game-Based Learning (GBL) models based on ice breaking in enhancing elementary students’ self-confidence; and (2) examine whether there is a significant difference in effectiveness between the TGT and GBL models. The study employed an experimental method with a quasi-experimental design. The research subjects were 50 fourth-grade students (class 4A) at SDN Serang 11. Data were collected using questionnaires and documentation, and the instruments were tested for validity and reliability. Data analysis was conducted using Microsoft Excel through: (1) descriptive analysis (mean, median, and mode), (2) prerequisite tests (normality and homogeneity), and (3) hypothesis testing using a parametric independent samples t-test. The results showed that the average posttest score of class A was 76.34, while class B scored 73.25. Thus, regarding the first hypothesis, the TGT model was more effective in improving students’ self-confidence. For the second hypothesis, the independent samples t-test yielded a significance value indicating a difference in effectiveness between the TGT and GBL models. In conclusion, there is a significant difference in effectiveness between TGT and GBL based on ice breaking in enhancing elementary students’ self-confidence.
EFEKTIVITAS MEDIA CERITA DIGITAL TERHADAP KETERAMPILAN BERBICARA PESERTA DIDIK DI SEKOLAH DASAR Munawaroh, Hidayatul; Nuroh, Ermawati Zulikhatin
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.6349

Abstract

This study aimed to determine the effect of digital storytelling media on elementary students’ speaking skills. The research employed a quantitative approach with a pre-experimental design using a one-group pretest–posttest format. The sample consisted of 23 third-grade students at SDN Sumbersari 1. Data were collected using a speaking skills test administered before and after the treatment. Data analysis included a normality test and a paired sample t-test. The results showed an increase in students’ scores from 72.39 in the pretest to 81.95 in the posttest. Statistical analysis indicated a significance value of 0.001 < 0.05, confirming a significant effect. In conclusion, digital storytelling media is effective in improving students’ speaking skills and can be used as an innovative alternative learning medium in elementary education.

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