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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 136 Documents
Pengaruh Bimbingan Konseling (BK) terhadap Kemampuan Belajar Siswa Introvert Ardiansyah, Yusuf; Cahyningrum, Yuniana
Pendagogia: Jurnal Pendidikan Dasar Vol 3 No 2: Agustus 2023
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

Counseling guidance helps students gain independence in self-understanding, so that students can orient themselves to existing needs. This lack of self-confidence in students hinders the development of intellectual achievement, skills and independence and hinders students from interacting directly with the community. Research using qualitative research methods study literature. In this service, the counselor controls every step of the consultation process so that it can run effectively. And with this activity, students can express their problems. themselves, so that students can orient themselves to existing needs. This lack of self-confidence in students hinders the development of intellectual achievement, skills and independence and hinders students from interacting directly with the community.
Pengaruh Pengaruh Penggunaan Multi Metode Berbantuan Media Ular Tangga Untuk Meningkatkan Hasil Belajar Siswa Ayu K.N, Zahrotun Khamidah; Afifah, Nur Fathin; Mubarok, Muhammad Shulhuddin; Irmaningrum, Rizka Novi
Pendagogia: Jurnal Pendidikan Dasar Vol 3 No 2: Agustus 2023
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

The Effect of Using Multi-Method Assisted by Snakes and Ladders Media to Improve Student Learning Outcomes. This experimental research aims to determine the effect of using snakes and ladders media on student learning outcomes. The design used is a true experimental design with a posttest only control design. This research was conducted on students (class VI A) and (class VI B) at MI Muhammadiyah 1 Sukodadi for the 2022-2023 academic year which consists of 2 parallel classes. The research sample was taken from two classes randomly which were then placed as two sample groups, namely the experimental group (class VI A) and the control group (class VI B). The instrument has been tested beforehand and validated empirically. Data analysis using the ???? test. The results showed that there was a significant effect of the use of Multimethod assisted by snakes and ladders media to improve student learning outcomes, in class VI MI Muhammadiyah 1 Sukodadi.
Pengembangan Media Interaktif Menggunakan Aplikasi Articulate Storyline Sebagai Media Pembelajaran IPA Di Sekolah Dasar Hidayah, Nuriyatul; Nafitri, Siwi Es; Zaky, Fatihul; Ati MZ, A.F. Suryaning
Pendagogia: Jurnal Pendidikan Dasar Vol 3 No 2: Agustus 2023
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

The lack of use of learning medai used by teachers in conducting learning and the lack of competence possessed by teachers so that they cannot untilize technology as learning media. The purpose of this study was to produse interactive learning media using the Articulate Storyline applocation as a medium for learning science in elementary schools. The research method used is R&D wite the ADDIE developmen model which consists of 5 stages, namely analysis, design, developmen, implementation and evaluation. The subjects of this study were 24 students who were going to try out media, media experts. After expert validation, the instrument validity and realiability were tested after going through limited trials in different primary schools. Interaktive media based on the Articulate Storyline can be said to be feasible with the results of testing the material by 81% which is categorized as very good and frome media experts as much as 78% which can be categorized well. Whereas frome the results of the responses to the questonnaire for student learning interest of 0,598, the statement was declared valid. And for reliability results as much as 0,925 is included in the very good category. From the tests that have been carried out, intractive media based on the Articulate Storyline is suitable to be used to assist teachers in delivering learning material.
Pengembangan Lembar Kerja Peserta Didik Eksploratif Berbasis Contextual untuk Siswa Kelas IV Sekolah Dasar Afandi, Muhamad Sofyan; Zain, Moh. Irawan; Khair, Baiq Niswatul; Tahir, Muhamad; Hakim, Mansur; Handika, Ilham
Pendagogia: Jurnal Pendidikan Dasar Vol 3 No 2: Agustus 2023
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

This study aims to develop CTL-based exploratory worksheets in improving student learning outcomes. The development method used is the ADDIE model by adding contextual concepts to alternative energy materials. The application of LKPD in learning uses one group sample design. The sample used was fourth grade students at SDN 38 Cakranegara. The LKPD validation data collection technique uses a questionnaire filled out by an expert validator. The sample class underwent pre-test and post-test to see the effectiveness of LKPD in learning. The data from expert and teacher validation are categorized as valid in terms of content feasibility 74.3%, presentation 75.6%, and language 80%. The effectiveness of the LKPD is classified as effective in improving student learning outcomes as seen in the n-gain test results of 0.31 with an increase in the medium category and the t-test with a value of 0.003 below 0.05 which shows there is a significant difference between the pretest and posttest scores. Thus, the exploratory development of CTL-based worksheets is classified as valid and effective in improving student learning outcomes.
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

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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

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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

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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

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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.
Pengaruh Model Pembelajaran Kooperatif Berbantuan Media Miniatur Rumah Terhadap Pemahaman Konsep Peserta Didik Pada Materi Rangkaian Listrik di SDN 2 SAPE Suryani, Irma; Harjono, Ahmad; Khair, Baiq Niswatul
Pendagogia: Jurnal Pendidikan Dasar Vol 3 No 3 (2023): Desember 2023
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Science learning is still carried out conventionally and runs in one derection without involving students directly, as well as the lack of use of learning models and media. This study aims to determine the effect of the cooperative learning model assisted by the miniature house media on the understanding of students’ concepts in the electrical circuit material at SDN 2 Sape. The research uses a quantitative approach. The population in this study were 48 students. Data collection technique were carried out by means of a written test. The results of the study obtained an increase in the average number of students from 32.17 to 73.08. based on the results of hypothesis testing, it is obtained that the tcount value is 4.525 while the ttable value is 1.679. Because 4.525 ≥ 1.679, then H0 is rejected and Ha is accepted. This means that there is a significant effect using the miniature house media on understanding of the students’ electric circuit concept.  
Analisis Minat Belajar Siswa Kelas 3 SDN 2 Bendungan Dalam Pembelajaran Tematik Dengan Model TPS (Think Pair Share) Berbasis STEM (Science, Technology, Engineering, Mathematic) Diana, Riza Rahma; Sari, Eka Yuliana
Pendagogia: Jurnal Pendidikan Dasar Vol 4 No 1: April 2024
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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This study aims to analyze and describe the learning interests of grade 3 students of SD Negeri 2 Bendungan in thematic learning with a STEM -based TPS (Think Pair Share) model (Science, Technology, Engineering, And Mathematics). This type of research is descriptive qualitative with observation research instruments, questionnaires, and interviews. The results of this study are the average percentage of students who are classified as very high with a score of 81%-100% and students who are classified as high in the high category with a score of 61%-80%, namely students who respond according to aspects of learning interest. The average percentage of students who are classified as moderate with a score of 41%-60% and students who are classified as low in the category with a score of 21%-40% are students who do not respond according to aspects of learning interests. The conclusion of the study is that 75% of 100% of students indicated having an interest in learning and the rest was 25%. Therefore, the STEM -based TPS (Think Pair Share) learning model (Science, Technology, Engineering, And Mathematics) in thematic learning can really increase the interest in learning grade 3 students of SD Negeri 2 Bendungan.

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