cover
Contact Name
Heri Setiawan
Contact Email
heri_setiawan@unram.ac.id
Phone
+6285790315191
Journal Mail Official
pendagogia.ec3@gmail.com
Editorial Address
Educational Consultant & Counseling Career (EC3) Mataram Jln. Abd. Kadir Munsyi, Gg Dahlia No. 2, Kota Mataram, Provinsi Nusa Tenggara Barat Tel : (0370) 639650 ; Email: pendagogia.ec3@gmail.com Kode Pos. 83127
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Pendagogia: Jurnal Pendidikan Dasar
ISSN : 27764109     EISSN : 27764095     DOI : -
Core Subject : Education, Social,
Pendagogia: Jurnal Pendidikan Dasar berfokus pada isu-isu utama dalam Belajar dan Pembelajaran, Penilaian dan Evaluasi, Metode Pembelajaran, Media Pembelajaran, konten pelajaran pengembangan di sekolah dasar (Bahasa Indonesia, Sains, IPS, Matematika, PPKn, Pendidikan Seni), Bimbingan dan Konseling, Psikologi , dan Manajemen pendidikan dasar. Jurnal ini juga berisi hasil kajian dan penelitian di bidang Pendidikan Dasar di perguruan tinggi dan di pendidikan dasar pada umumnya. Pendagogia: Jurnal Pendidikan Dasar menerima artike terkait hasil kajian dan penelitian dosen, mahasiswa, guru, praktisi dan peneliti di bidang pendidikan dasar serta hasil kajian kepustakaan di bidang pengajaran di sekolah pendidikan dasar. Untuk kategori penelitian, artikel dapat ditulis menggunakan pendekatan kuantitatif, kualitatif, penelitian dan pengembangan (R&D) dan dapat dibuat dalam berbagai desain penelitian (penelitian aksi, eksperimen, korelasi, studi kasus, dll).
Articles 10 Documents
Search results for , issue "Vol 2 No 3: Desember 2022" : 10 Documents clear
Pengaruh Metode Jarimatika Pada Mata Pelajaran Matematika Materi Perkalian Di MI/SD : Studi Meta Analisis Arifin, Fatkhul; Marliyani, Marliyani
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This Study aims to analyze the effectiveness of the effect of the Jarimatika method on mathematics multiplication subjects. The research method used is descriptive analysis of the results of scientific research publications in national journals published in the period 2015-202 at the elementary school level which discusses the writing of experiments using the Jarimatika method in mathematics multiplication material. The writing intrument is a coding sheet that summarizes journal data and information. The research findings reveal the overall the studies conducted are influential and effective as a whole with an overall effect size 0.90 which falss into the very large effect category. The Jarimatika method also has an effective effect as seen from the increase in multiplication counting skills, multiplication learning outcomes, motivation to learn to count multiplication, and learning achievement to count multiplication. The conclusion of this study is the Jarimatika method is more effective in mathematics multiplication than the conventional learning model in this study.
Metode Cerita Bergambar Penerapan Metode Cerita Bergambar pada Mata Pelajaran Pendidikan Kewarganegaraan di Kelas III SDN Citeureup 1: Indonesia Dwiyanti, Latifah; Farhurohman, Oman
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem in this study is the low interest in learning of class III students at SDN Citeureup 1 in the Citizenship Education (PKn) eye. This study aims to describe the application of the picture story method to civics subjects in class III SDN Citeureup 1. This research is a descriptive qualitative research. This research was carried out at SDN Citeureup 1. The time of the research was carried out on November 18, 2021. Data collection techniques were through observation, interviews, and document review. The results show that there is an interest in students taking part in lessons and being actively involved in learning. Suggestions for teachers are that the pictorial story method can be applied in schools so that students are happy and actively involved in learning.
Penggunaan Metode Cotextual Teaching And Learning (CTL) Dalam Pembelajaran PPKn Di SDN Babadsari 1 Fawaz, Andre; Farhurohman, Oman
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The form of problems that are often faced by the world of education, especially learning Pancasila and Citizenship Education is the low interest of students in learning. One approach that must be developed to answer these problems is a contextual approach or contextual education and learning (CTL). The CTL approach is learning that helps teachers relate material to students' actual situations and encourages them to connect their knowledge in everyday life. This study aims to find out how the application of the Contextual Teaching and Learning (CTL) method is carried out at SDN Babadsari 1. This research uses a qualitative descriptive method. Data collection is done through observation, interviews, and documentation. Instruments in the form of observation, interviews, and document review. Based on the findings that have been made at SDN Babadsari 1 and previous research related to the use of the Contextual Teaching and Learning (CTL) method in improving learning outcomes, it is considered quite effective. The CTL approach requires students to connect the concepts studied with their situation.
Pengembangan Media Flip Chart Berbasis Model Numbered Heads Together (NHT) Untuk Meningkatkan Hasil Belajar Siswa Kelas 5 Gugus 2 Labuapi Tahun Ajaran 2021/2022 Drestajumna, Putu; Istiningsih, Siti; Harjono, Harjono; Hakim, Mansur
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Science subjects generally learn about how events occur around our nature or in other words it can also be called studying the earth itself. Learning outcomes are the results obtained by students in the process of teaching and learning activities at school. Not all learning outcomes obtained by students at the SDN are high, there are some students who have poor learning outcomes, especially in science subjects. Several factors in the learning process make learning outcomes cannot be achieved optimally such as monotonous methods, learning media that do not vary and many others that make student learning outcomes below average. The purpose of this research is to find out the steps for making flip chart media based on the NHT learning model in grade 5. To find out how the development of flip chart media can improve student learning outcomes in science subjects using the NHT method and its efficiency. The ADDIE development model is the development model used because the learning planning model is effective and efficient and the process is interactive, where the results of the evaluation of each phase can bring learning development to the previous phase. This model uses 5 stages, namely analysis, design, development, implementation, and evaluation. The research was conducted at SDN 2 Labuapi. The data collection tool uses a questionnaire. The results of the research on the effectiveness of the product are as expected because they get responses from both students and validators. Presentations by media experts, materials and the last student responses were: 78%, 86%, 91%. Looking at the order of responses, the effectiveness of media products was said to be very good in their use at school.
Pengembangan Modul Pembelajaran Tematik Berbasis Nilai Karakter Di Kelas II Tema 1 Subtema 2 SDN Dadaprejo 01 Kota Batu Anwar, Moh. Farid Nurul; Widodo, Wahyu; Rozana, Kardiana Metha; Yani, Yani
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian dan Pengembangan Modul Pembelajaran Tematik Berbasis Nilai Karakter di Kelas II Tema 1 Subtema 2 SDN Dadaprejo 01 Kota Batu penelitian ini bertujuan untuk mengembangkan modul yang valid dan efektif. Skripsi ini mengunakan prosedur motifikasi Borg and Gall. Langkah-langkah Borg and Gall yaitu Potensi dan Masalah, Pengumpulan Modul, Desain produk, Validasi Desain, Uji Coba, Revisi Produk, Uji Pemakaian, Revisi Desain, Revisi, Produk Valid & Efektif. Produk yang dikembangkan adalah Pengembangan Modul Pembelajaran Berbasis Nilai Karakter karena pendidikan belum pernah mengunakan bahan ajar berupa modul. Hasil penelitian ini menunjukan bahwa nilai rata-rata penilian uji validasi materi ( 60%/90%),ahli desain (76%/80%) dan ahli bahasa (80%/82%) persentase yang berarti sangat valid atau dapat digunakan tanpa revisi dari para ahli. Respon guru dan siswa sebagai responden kemenarikan, respon guru dan siswa rata-rata 81,6% pesentase sangat efektif atau dapat digunakan tanpa revisi selanjutnya hasil penilaian sikap toleransi siswa terhadap modul 82,5% persentase sangat efektif atau dapat digunakan tanpa revisi. Dapat disimpulkan bahwa modul pembelajaran dapat membantu siswa dalam mengembangkan nilai-nilai karakter yang ada disekolah maupun dilingkungan, sehingga Modul berbasis Nilai karakter ini layak digunakan sebagai buku penunjang membantu guru dan siswa pada proses belajar.
Pengaruh Model Think Talk Write Berbantuan Kartu Kalimat Terhadap Kemampuan Menulis Teks Naraasi Siswa Kelas V SDN 33 Kota Bima Tahun Ajaran 2020/2021 Sumiarti, Titi; Zain, Moh. Irawan; Setiawan, Heri
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aimed to determine the effect of the sentence-card assited Think Talk Write model of the students’ writing skill for the 5th grade of the SDN 33 Bima City academic year 2020/2021. This study was used sentence-card assited Think Talk Write model. The population and sample in this study were all students of the 5th grade of the SDN 33 Bima City academic year 2020/2021 which was consists of V A and V B grade with total 29 students. The sample in this study were collected using Sampling Jenuh technique it was by making all population as the sample. The data in this study were collected by students’ writing skill test result for the feasibility of the applief learning model. The testing requirement analysis was used normalityband homogenity test. The students’ writing data were analyzed using Indepent Sample T-test that is score Tcount > Ttable is 2.218>2.045 and the students’ avarage score of the experiment class is 81.43>73.66 of the control class. This shows that nil hypothesis (H₀) is rejected and research hypothesis (H₁) is accepted then it can be concluded that there is the effect of the sentence card-assisted Think Talk Write model of the students’ narration writing skill of the 5th grade of the SDN 33 Bima City academic year 2022/2021.
Pengembangan Media Pembelajaran Wordwall Berbasis Game Edukasi Pada Mata Pelajaran IPS Kelas VI SDN 48 Cakranegara Anugrah, Aldi; Istiningsih, Siti; Zain, Moh. Irawan
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem that occurs in class VI of SDN 48 Cakranegara is that teachers rarely use learning media, especially learning media that smells of technology in ASEAN learning materials. The research aims to (1) find out how to make educational game-based Wordwall learning media for sixth graders in social studies, (2) find out educational game-based Wordwall learning media for VI elementary school students. This type of research is Research and Development (R&D) using the ADDIE development model with 5 stages, namely analysis, design, development, and implementation. The data collection technique used is using a material expert validation questionnaire, media expert validation questionnaire, and student response questionnaire. Data analysis used qualitative data analysis and quantitative data analysis. The results of this research and development are Wordwall learning media based on educational games, Wordwall learning media in social studies subjects. Based on the assessment of the media expert validator, the criteria are very feasible with an average percentage of 86% and material experts. Criteria are very feasible with a percentage of 96%. The results of the small group trial in stage I got very good criteria with an average of 96% and stage II got very decent criteria with an average percentage of 98%. Therefore, the educational game-based Wordwall learning media is suitable for use in social studies learning.
Hasil Belajar IPA Kelas V Dengan Model Pembelajaran Examples Dan Non Examples Berbantuan Power Point Isnarahayu Mawaddah; Harjono, Ahmad; Istiningsih, Siti
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the effect of the examples non examples learning model assisted by power point media on the science learning outcomes of class V students. The population in this study is class V SDN 3 Darek. In this research design, the research design used was a quasi-experimental research design, a non-equivalent control group design type. The data collection technique used the test method for science learning outcomes which had previously been tested for validity, reliability, level of difficulty, and differentiating power. testing requirements analysis using normality test and homogeneity test. The data analysis technique used t-test with polled variance t-test with a significance level of = 5%. the results of the polled variant t test, obtained tcount = -5,092 < ttable = 2,048 so it can be said that H0 is accepted and Ha rejected, this shows that there is no effect of the examples non examples learning model of power point media on the science learning outcomes of fifth grade students at SDN 3 Darek year the 2021-2022 school. Keywords: Examples and Non Examples learning model, Power Point, Science Learning Outcomes
Pengaruh Media Pembelajaran Kotak Kartu Misterius (KOKAMI) Terhadap Keterampilan Menulis Teks Fabel Siswa Kelas VI di SDN 48 Cakranegara Amini, Azizah; Ide Bagus Kade Gunayasa; Husniati
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem that occurs in class VI of SDN 48 Cakranegara is that teachers rarely use learning media in learning Indonesian, especially in fable text material, the teacher only explains the lesson by lecturing and then gives assignments that make students less enthusiastic in learning. This study aims to determine the effect of the mysterious card box learning media (kokami) on the writing skills of fifth grade students at SDN 48 Cakranegara”. The type of research used in this study is a quantitative research type of experiment. The technique used in collecting data in this research is test and observation. Data analysis used SPSS to test for homogeneity, test hypotheses, and test for normality. The results of this study are that at the homogeneity test stage, a significance (sig.) of 0.858 > 0.05 was obtained, which indicates homogeneous data, while the normality test obtained a significance of 0.136 > 0.05 for the Kolmogorov-Smirnov normality test while the Shapiro-Wilk test was 0.161 > 0 .05 which indicates the data is normally distributed. While the hypothesis test obtained a significance of 0.020 <0.05 which indicates that there is an influence of kokami media on students' writing skills of fable texts. Based on the results of the research that has been done, it can be concluded that the kokami media has an effect on the writing skills of the sixth grade students of SDN 48 Cakranegara.
Penguatan Literasi Digital Pada Siswa SD Melalui Implementsi Game Based Learning (GBL) Ayulia, Ervina; Perdana, Parrisca Indra
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The study focused on digital literacy education through game based learning to enhance the digital literacy of underrated east 1 kamal class 4 students. Literacy in this study is the basic literacy of reading and writing molded in digital. The negative impact of digital literacy is not using digital for learning activities but digital is used to play games or access the various content of social media. From here teachers are thinking of turning such negative habits into positives with learning activities through games based learning. Based on the results of these discussions, it may be concluded that learning activities through games based learning can improve digital literacy in students. This can be seen from the results of observation and assessment of as many as 20 students or as much as 80% (14 students) of the digital literacy increased. In addition, students are more interested in and enjoy learning activities using video games.

Page 1 of 1 | Total Record : 10