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Yulia Siska
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pedagogia@stkippgribl.ac.id
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INDONESIA
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia
ISSN : 27156133     EISSN : 27156125     DOI : -
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia diperuntukkan sebagai media publikasi hasil penelitian ilmiah bagi dosen, guru, peneliti, dan pemerhati pendidikan dasar. Setiap naskah yang diserahkan akan disunting secara peer-review, dengan tahapan editing oleh session editor dan ditinjau oleh dua reviewer/mitra bestari. Jurnal Pedagogia diterbitkan oleh Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STKIP PGRI Bandar Lampung yang pengelolaannya dipertanggungjawabkan pada Program Studi PGSD, Jurusan Ilmu Pendidikan.
Articles 7 Documents
Search results for , issue "Vol. 6 No. 1 (2024): Pedagogia" : 7 Documents clear
Penggunaan Metode Card Sort dalam Meningkatkan Kemampuan Membaca pada Mata Pelajaran Bahasa Indonesia Di SD Negeri 1 Landbaw Yulita Dwi Lestari; Ridho Agung Juwantara; Riska Alfiawati; Deviyanti Pangestu
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1399

Abstract

This research aims to determine the use of the Card Sort method in improving reading ability. Reading is a means for students to learn things that are not yet known and can expand knowledge, students can recognize themselves, their culture and even help recognize the culture of other people, and students can recognize written messages contained in reading. To achieve the above goals, students' ability to read is needed. The Card Sort method is a learning method used to help remember what they have read in reading books, not only from short-term memory to long-term memory. The problems in learning to read that occur in class IV SDN 1 Landbaw are that students cannot read well and correctly, students cannot answer questions related to information and reading material, and draw conclusions from the reading. As a result, most students are less active in concluding reading content, students also feel bored with learning to read so they are less enthusiastic about following it. The use of the Card Sort learning method is expected to be able to improve students' reading skills in accordance with the Class IV Minimum Completion Criteria (KKM) in Indonesian language subjects at SDN 1 Landbaw because in using the Card Sort method students are required to actively carry out responsibilities for the assigned tasks. given by the teacher. The results of research using the Card Sort method can improve students' reading skills. Learning with this method can improve the reading of class IV students at SDN 1 Landbaw. The average Card Sort method in student learning in Indonesian language subjects from the status cycle reached 60.50%, then in the second cycle it reached 80.50%, so there was an increase of 20%. In this case, students' reading increased by 45%. So with an increase in reading, 80% of students completed their studies and 20% of students who did not complete their studies.
Pengembangan Media Crossword Puzzle pada Mata Pelajaran Bahasa Indonesia Untuk Kelas IV Sekolah Dasar Tsabita Alya Rahmaninda; Andri Wicaksono; Ambyah Harjanto
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1408

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya ketersediaan dan penggunaan media pembelajaran dalam proses belajar mengajar serta kesulitan siswa untuk memahami materi unsur intrinsik dalam cerita. Oleh karena itu, penelitian ini bertujuan untuk menghasilkan sebuah produk berupa media pembelajaran berupa Crossword Puzzle yang akan diterapkan pada mata Pelajaran Bahasa Indonesia materi unsur intrinsik dalam cerita. Metode yang digunakan dalam penelitian ini adalah metode penelitian pengembangan dengan model ADDIE (Analisis, Perancangan, Pengembangan, Implementasi, dan Evaluasi). Beberapa Teknik pengumpulan data yang digunakan adalah observasi, wawancara, angket, dokumentasi, dan tes. Hasil validasi yang didapat dari validasi ahli materi memperoleh nilai rata-rata 97,5%, validasi ahli bahasa 87,5%, dan validasi ahli media 88,6% dengan ketiganya masuk dalam interpretasi “Sangat Layak” untuk diuji cobakan dilapangan. Selanjutnya hasil dari respon guru memperoleh nilai rata-rata hingga 100% dan respon siswa 94,8% yang masuk dalam kategori “Sangat Menarik” sebagai media pembelajaran Bahasa Indonesia kelas 4. Pengembangan media Crossword Puzzle yang diimplementasikan di kelas 4C SD Negeri 1 Pinang Jaya dinyatakan efektif dilihat dari rata-rata presentase ketuntasan evaluasi siswa yang mencapai 100% dengan nilai rata-rata siswa mencapai 83,3
Analisis Efektivitas Bimbingan Kelompok dalam Meningkatkan Empati Kognitif Siswa SDN 02 Kemiling Murni, Sri; Prayogi, Fiki; Tanod, Mareyke Jessy
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1917

Abstract

This study aims to analyze the effectiveness of group guidance services in improving cognitive empathy among students at SDN 2 Kemiling. Cognitive empathy is a student's ability to understand the feelings and conditions of others and to put themselves in their shoes. This study used a descriptive qualitative approach, with data collection techniques including observation, interviews, documentation, and an empathy scale. The results showed that implementing group guidance, consisting of six meetings, increased student activity and participation and improved cognitive empathy scores based on a scale distributed before and after the service. Factors such as cognitive development, mood, and parenting styles also influenced students' empathy levels. These findings indicate that group guidance is an effective strategy for fostering cognitive empathy in elementary school students.
Penggunaan Metode Card Sort dalam Meningkatkan Kemampuan Membaca pada Mata Pelajaran Bahasa Indonesia Di SD Negeri 1 Landbaw Lestari, Yulita Dwi; Juwantara, Ridho Agung; Alfiawati, Riska; Pangestu, Deviyanti
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1399

Abstract

This research aims to determine the use of the Card Sort method in improving reading ability. Reading is a means for students to learn things that are not yet known and can expand knowledge, students can recognize themselves, their culture and even help recognize the culture of other people, and students can recognize written messages contained in reading. To achieve the above goals, students' ability to read is needed. The Card Sort method is a learning method used to help remember what they have read in reading books, not only from short-term memory to long-term memory. The problems in learning to read that occur in class IV SDN 1 Landbaw are that students cannot read well and correctly, students cannot answer questions related to information and reading material, and draw conclusions from the reading. As a result, most students are less active in concluding reading content, students also feel bored with learning to read so they are less enthusiastic about following it. The use of the Card Sort learning method is expected to be able to improve students' reading skills in accordance with the Class IV Minimum Completion Criteria (KKM) in Indonesian language subjects at SDN 1 Landbaw because in using the Card Sort method students are required to actively carry out responsibilities for the assigned tasks. given by the teacher. The results of research using the Card Sort method can improve students' reading skills. Learning with this method can improve the reading of class IV students at SDN 1 Landbaw. The average Card Sort method in student learning in Indonesian language subjects from the status cycle reached 60.50%, then in the second cycle it reached 80.50%, so there was an increase of 20%. In this case, students' reading increased by 45%. So with an increase in reading, 80% of students completed their studies and 20% of students who did not complete their studies.
Pengembangan Media Crossword Puzzle pada Mata Pelajaran Bahasa Indonesia Untuk Kelas IV Sekolah Dasar Rahmaninda, Tsabita Alya; Wicaksono, Andri; Harjanto, Ambyah
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1408

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya ketersediaan dan penggunaan media pembelajaran dalam proses belajar mengajar serta kesulitan siswa untuk memahami materi unsur intrinsik dalam cerita. Oleh karena itu, penelitian ini bertujuan untuk menghasilkan sebuah produk berupa media pembelajaran berupa Crossword Puzzle yang akan diterapkan pada mata Pelajaran Bahasa Indonesia materi unsur intrinsik dalam cerita. Metode yang digunakan dalam penelitian ini adalah metode penelitian pengembangan dengan model ADDIE (Analisis, Perancangan, Pengembangan, Implementasi, dan Evaluasi). Beberapa Teknik pengumpulan data yang digunakan adalah observasi, wawancara, angket, dokumentasi, dan tes. Hasil validasi yang didapat dari validasi ahli materi memperoleh nilai rata-rata 97,5%, validasi ahli bahasa 87,5%, dan validasi ahli media 88,6% dengan ketiganya masuk dalam interpretasi “Sangat Layak” untuk diuji cobakan dilapangan. Selanjutnya hasil dari respon guru memperoleh nilai rata-rata hingga 100% dan respon siswa 94,8% yang masuk dalam kategori “Sangat Menarik” sebagai media pembelajaran Bahasa Indonesia kelas 4. Pengembangan media Crossword Puzzle yang diimplementasikan di kelas 4C SD Negeri 1 Pinang Jaya dinyatakan efektif dilihat dari rata-rata presentase ketuntasan evaluasi siswa yang mencapai 100% dengan nilai rata-rata siswa mencapai 83,3
Pengembangan Media Roulette Game pada Mata Pelajaran IPS Materi Jenis-jenis Usaha dan Kegiatan Ekonomi Masyarakat Siswa Kelas 5 MI Miftahul Jannah Saleem, Nurdina; Hidayat, Nurdin; Kurniasih, Try Indiastuti
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1531

Abstract

The problems in this research are 1) students' understanding of social studies material is still low, 2) the learning resources used during learning are only based on teacher books and student books, 3) most students in the class still tend to be passive in learning social studies and 4) the use of learning media, especially social studies learning, is still not varied. Based on these problems, it is necessary to develop learning media to overcome these problems, namely by developing roulette game media. The aim of this research is to determine the level of feasibility, practicality and effectiveness of the roulette game media in social studies subjects regarding types of business and economic activities in society. This type of research is the development of ADDIE (Analysis, Design, Development, Implementation and Evaluation). The instruments used are expert validation sheets, questionnaire sheets and test sheets. The results of research conducted by researchers in developing roulette game media in social studies subjects regarding types of business and economic activities in society stated that (1) this roulette game media received an average score of 4.5 (very valid) from media experts and obtained an average score of 4.3 (very valid) from material experts, (2) this roulette game media has a level of practicality based on teacher responses by obtaining an average score of 4.4 (very practical) and student responses by obtaining an average score of 3.6 (practical) (3) this roulette game media has a level of effectiveness based on the evaluation results obtained by students by looking at the learning completeness achieved at 85.71%. Based on this explanation, it can be concluded that the development of roulette game media has very high feasibility, practicality and effectiveness in class 5 social studies learning on types of business and community economic activities.
Analisis Efektivitas Bimbingan Kelompok dalam Meningkatkan Empati Kognitif Siswa SDN 02 Kemiling Murni, Sri; Prayogi, Fiki; Tanod, Mareyke Jessy
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 6 No. 1 (2024): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v6i1.1917

Abstract

This study aims to analyze the effectiveness of group guidance services in improving cognitive empathy among students at SDN 2 Kemiling. Cognitive empathy is a student's ability to understand the feelings and conditions of others and to put themselves in their shoes. This study used a descriptive qualitative approach, with data collection techniques including observation, interviews, documentation, and an empathy scale. The results showed that implementing group guidance, consisting of six meetings, increased student activity and participation and improved cognitive empathy scores based on a scale distributed before and after the service. Factors such as cognitive development, mood, and parenting styles also influenced students' empathy levels. These findings indicate that group guidance is an effective strategy for fostering cognitive empathy in elementary school students.

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