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Contact Name
Dede Salim Nahdi
Contact Email
salimnahdi@unma.ac.id
Phone
+6285224977367
Journal Mail Official
educatio@unma.ac.id
Editorial Address
Jl. KH. Abdul Halim No. 103 Majalengka 45418 Indonesia
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Kab. majalengka,
Jawa barat
INDONESIA
Jurnal Cakrawala Pendas
Published by Universitas Majalengka
ISSN : 24427470     EISSN : 25794442     DOI : https://doi.org/10.31949/jcp
Core Subject : Education,
Jurnal Cakrawala Pendas (JCP) aims to provide researchers with scholarly discourses, theories, research methods, and findings. Therefore, the journal accepts manuscripts related to all aspects of Elementary Education. It is also keen to help make connections among researchers. Jurnal Cakrawala Pendas (JCP) is intended to contribute to the field with academic research outcomes and disseminate knowledge about elementary education, including theories, quality of instruction, instructional planning, design, and technology from a disciplinary and/or interdisciplinary holistic approach, but it is not limited with these subjects. Jurnal Cakrawala Pendas (JCP) aims at: (1) Disseminating research findings, either in qualitative or quantitative inquiry; (2) Proposing new discussion directions and issues through literature reviews; (3) Emphasizing creative solutions to the existing problems and issues in the field; (4) Contributing to professional development by discussing research findings in a systematic way.
Articles 31 Documents
Search results for , issue "Vol. 10 No. 4 (2024)" : 31 Documents clear
DEVELOPMENT OF AUGMENTED REALITY MEDIA TECHNOLOGY ANDOID-BASED APPLICATIONS ON LEARNING “CULTURAL DIVERSITY IN INDONESIA” ELEMENTARY SCHOOL Geby Angelina Nainggolan; Nurnidah Hanifah; Rana Gustian Nugraha
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10027

Abstract

Media in social studies learning material on cultural diversity in Indonesia still only uses pictures in books as an intermediary tool for learning. This makes students quickly bored and understanding of the material received quickly forgotten by students due to the lack of visualization channeled on the concept of material. This study aims to find out the development of android-based application media with augmented reality technology on learning cultural diversity in Indonesia. This study uses the Design and Development (D&D) development research method with the ADDIE development model (Analzye, Design, Development, Implementation, and Evaluation) with the research subject, namely class IV students totaling 24 people at one of the State Elementary Schools located in Bandung Regency, West Java. The data collection techniques used in this study are using expert validation questionnaires and response questionnaires that aim to determine the feasibility of learning media android-based applications with augmented reality technology as a learning medium in social studies learning material on cultural diversity in Indonesia. The results of the material expert validation test get a percentage of 98% and media expert validation gets a percentage of 94%. Meanwhile, the results of user response (teacher) get a percentage of 94%. In addition, the results of student responses obtained from limited trials get a percentage of 92% and broad trials get a percentage of 87%. Therefore, it can be concluded that the learning media android-based applications with augmented reality technology is very feasible to use in the social studies learning process.
DEVELOPMENT OF KOMIKU TEACHING MATERIALS BASED ON LOCAL WISDOM TO INCREASE THE INTEREST IN READING AND WRITING STUDENTS Wahyu Nugroho; Ella Rahma Azizah; Diyanti Pratiwi
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10102

Abstract

Teaching materials have a very important role for teachers and students, especially for students with special needs. However, in reality there are still many schools that have not developed teaching materials. Apart from that, the average child with special needs also does not know and understand local wisdom, especially in Trenggalek Regency. This research aims to develop comic teaching materials based on local wisdom for students with special needs and test the effectiveness and validity of comic teaching materials based on local wisdom for students with special needs in grade 1 of elementary school. This research is a type of research and development (Research & Development) using the ADDIE development model. The stages of the ADDIE model include Analysis, Design, Development, Implementation and Evaluation. In this research, an instrument was used in the form of a questionnaire with data collection carried out through observation, interviews and questionnaires. Data analysis was carried out using qualitative analysis techniques and quantitative analysis. The results of this research show that comic teaching materials based on local wisdom are valid and practical to use in learning. Apart from that, the results of the paired sample t-test and N-Gain test show that there is an influence from the use of comic teaching materials based on local wisdom and included in the interpretation category which is quite effective. The conclusion of this research is that comic teaching materials based on local wisdom are quite effective and influential in increasing interest in reading and writing for students with special needs in grade 1 of elementary school.
DEVELOPMENT OF PETUALANGAN DODU MEDIA TO IMPROVE STATISTICS LEARNING OUTCOMES IN ELEMENTARY SCHOOL GRADE V Ervita Triani; Ira Rengganis; Rosiana Mufliva
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10103

Abstract

This research aims to develop the Dodu Adventure media to improve learning outcomes in statistics for fifth-grade elementary school students. The objective is motivated by several factors: 1) Students' abilities to understand statistics vary; 2) Statistics is abstract so students require guidance, repetition, and visualization; 3) Teaching generally uses conventional methods, where teachers explain and provide practice problems. These issues lead to a lack of enthusiasm during the learning process and an uneven understanding of statistical material, resulting in generally low learning outcomes. The method used in this research is the Design and Development (D&D) method, developed using the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. The development of the Dodu Adventure media is based on learning outcomes and the scope of the statistics curriculum for fifth-grade students. The first material validation results showed the Dodu Adventure media received a score of 88.9%, categorized as very suitable and considered suitable with revisions. In the second material validation, the media scored 98.1%, considered suitable without revisions by material experts. In media validation, Dodu Adventure received a score of 93.5%, categorized as very suitable and considered suitable with revisions by media experts. Lastly, in learning validation, the learning experts gave a score of 89.5%, considered suitable without revisions. Additionally, based on pre-test and post-test results from 26 students at SDN 053 Cisitu, data showed improvement. The average pre-test score was 52.1, while the post-test score was 72.6. The N-gain result was 0.46, categorized as a moderate improvement.
THE EFFECT OF LEARNING CYCLE 5 E LEARNING MODEL IMPLEMENTATION ON FIFTH GRADE STUDENTS’ SCIENCE PROCESS SKILLS Ani Satu Sapipah; Kartini Kartini; Vidya Setyaningrum
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10104

Abstract

This study aims to describe the effectt of applying the Learning cycle 5 E learning model on the science process skills of students on the material of the respiratory system in humans. The research design used is a Quasi Experimental type experiment with a nonequivalent control group design. The population in this study were all MIN 2 Pontianak Grade 5 students. Using purposive sampling technique, based on recommendations by the madrasah, namely class 5 C (control) and 5 E (experimental). Based on the results, it can be proven that: 1) Science process skills in the control class obtained a good category on the pretest, and on the posttest obtained a good category. 2) Science process skills in the experimental class obtained a good category on the pretest, and on of the posttest obtained a good category 3) Based on the results of hypothesis testing, it can be concluded that there is a difference between the control class and the experimental class with the effect size test results of 0.618, meaning that the application of the 5 E learning cycle model in the experimental class has a moderate influence on the science process skills of students.
Development of Digital Teaching Materials Based on Local Wisdom (Batu Lingga) in Improving Fifth Grade of Elementary School Cultural Literacy SITI MALIHAH; Dase Erwin Juansah; yuyu yuhana
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10315

Abstract

Abstract This research is motivated by 1) Lack of use of interesting teaching materials in the science and science learning process; 2) There is no use of teaching materials that utilize local regional wisdom as an innovative and interesting learning resource at SDN Baros 3; 3) Lack of student interest in learning science and science; 4) The results of class V science and science learning at SDN Baros 3 are still not optimal. This research aims to describe and analyze the stages of development, feasibility, effectiveness, as well as describe and analyze students' responses to digital teaching materials based on local wisdom (Batu Lingga) in the science and sciences subject of cultural heritage material in class V UPT SDN Baros 3. This research uses ADDIE Research and Development model method which includes five stages including analysis, design, development, implementation, and evaluation. The results of this research show that 1) the feasibility test by material experts is included in the "very feasible" category with a score percentage of 96%, the feasibility test by media experts with a percentage of 80% is included in the "very feasible" category, the feasibility test by question experts with a percentage of 95% included in the "very feasible" category, and the feasibility test of the student response questionnaire obtained a percentage of 87% in the "very feasible" category; 2) effectiveness test through pretest and posttest with an N-Gain value of 0.82, which is included in the high category; 3) the results of students' responses to digital teaching materials based on local wisdom (Batu Lingga) are included in the very high category with a percentage of 92%. Thus, digital teaching materials based on local wisdom (Batu Lingga) for science and science subjects, cultural heritage material, are effective and suitable for use in the learning process. Keywords: development, digital teaching materials, local wisdom, cultural heritage, cultural literacy.
ANALYSIS OF STUDENTS' DIFFICULTIES IN SOLVE STORY QUESTIONS IN INDONESIAN LANGUAGE SUBJECTS IN PRIMARY SCHOOLS: ANALYSIS OF STUDENTS' DIFFICULTIES IN SOLVE STORY QUESTIONS IN INDONESIAN LANGUAGE SUBJECTS IN PRIMARY SCHOOLS cica cintya; Anggy Giri Prawiyogi; sinta mariana dewi
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10326

Abstract

This study aims to analyze students' difficulties in solving story problems in the subject of Bahasa Indonesia at the Elementary School level. It was conducted on third-grade students at SDN Pangulah Utara during the academic year 2023/2024. The research method used was qualitative with a focus on problem research. Data were collected through observation, interviews with Bahasa Indonesia teachers, tests, and documentation. The results showed that the majority of students experienced difficulties in understanding and solving story problems, with most of them categorized as moderate and low. Factors such as vocabulary understanding, sentence structure, and understanding the context of the story influenced students' difficulties in solving story problems. Bahasa Indonesia teachers acknowledged constraints in teaching story problem materials, especially related to limited teaching time. Therefore, efforts should be made to improve students' understanding abilities in story problems, such as enhancing vocabulary understanding, explaining sentence structures, helping students understand the context of the story, using varied teaching methods, providing sufficient teaching time, conducting teacher training, and developing engaging and interactive learning media. Thus, it is hoped that students' comprehension abilities in story problems can improve, enabling them to understand stories better and answer questions more accurately.
DEVELOPMENT OF E-LKPD WORDWALL GAME IN JAVA BANTEN LEARNING FOR CLASS 1 ELEMENTARY SCHOOL : PENGEMBANGAN E-LKPD WORDWALL GAME PADA PEMBELAJARAN JAWA BANTEN SISWA KELAS 1 SD Avinindy Inayda Devianti -; Aceng Hasani; Aan Hendrayana
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10354

Abstract

Digital technology has now developed rapidly in all aspects of life, including in the aspect of education. The implementation of technology in the world of education is one of the barometers of a nation's progress. However, amidst the demands of the times, Indonesia remains a nation that must maintain its culture, one of which is the regional language of Java Banten. Collaboration of modern developments with culture is a formula that is expected to increase student motivation and learning outcomes. This research is a R&D by adopting the ADDIE model. The objectives of this study are: 1) product design of e-LKPD wordwall game; 2) product eligibility of e-LKPD wordwall game; 3) student responses to the development of e-LKPD; 4) description of increasing student learning motivation in the implementation of e-LKPD wordwall game that can be seen from student responses in using the product; 5) description of increasing student learning outcomes in the implementation of e-LKPD Wordwall game. The analysis technique uses 2 stages (qualitative analysis and quantitative analysis). The results of the validation test of the e-LKPD wordwall game obtained an average score of expert validation 89.53%, student responses to the aspect of using the e-LKPD wordwall game obtained a score of 61%, the aspect of learning motivation obtained a score of 64%, the analysis of student learning outcomes obtained a result of 63% in the moderate criteria and quite effective to use. The conclusion of the results obtained was stated as valid by experts, the effectiveness of the e-LKPD wordwall game was categorized as good and quite effective to use.
THE ROLE OF SCHOOLS IN INSTILLING ECOLITERACY TO BUILD STUDENTS' ENVIRONMENTAL AWARENESS: A CASE STUDY AT SDN SUSUKAN 07 PAGI Salsabila Amalia Zulfa; Prima Mutia Sari
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10399

Abstract

This research focuses on urgency of environmental issues that require immediate attention, particularly through education. Public environmental awareness is still relatively low, necessitating the role of schools is needed in instilling ecoliteracy in students from an early age. Ecoliteracy is the ability to understand and maintain the environment well by recognizing the impact of one’s actions on nature and undertaking actions that help protect the environment. The purpose of this research is to determine the role and supporting as well as inhibiting factors of schools in instilling ecoliteracy to build students environmental awareness. This research was conducted at SDN Susukan 07 Pagi with class V participants. The research uses a qualitative approach with a case study design to gain in-depth understanding. Data collection techniques include interviews, observations, and documentation to gather informations from informants. Data analysis used the Miles and Huberman. The results of the research indicate that the school plays an important role in instilling ecoliteracy through the curriculum, extracurricular activities, and special environmental programs. At SDN Susukan 07 Pagi, ecoliteracy is implemented through the Merdeka curriculum, which integrates environmental materials into learning and school’s programs. This effort is supported by routine habituation activities such as work group ceremonies, the LISA (Lihat Sampah Ambil) program, spontaneous activities, role modeling from teachers and the principal, and good environmental conditioning. In conclusion, school activities effectively contribute to the instillation of ecoliteracy.
THE EFFECT OF STUDENT WORKSHEETS (LKPD) ON THE LEARNING OUTCOMES OF IPAS CLASS IV ELEMENTARY SCHOOL Anisa Nurmala; Rahmiati
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10459

Abstract

This study aims to determine the influence of the use of LKPD (Student Worksheet) media on the learning outcomes of grade IV students of SDIT Setya Dharma Cileungsi Bogor in the subject of Natural and Social Sciences (IPAS). Using quantitative research methods, this study involved two groups: an experimental class that used LKPD and a control class that used conventional lecture methods. The research instrument has been tested for validity and reliability, with 30 out of 40 questions declared valid and have very high reliability. Data analysis includes normality tests, homogeneity, and hypothesis tests using independent sample t-tests. The results showed a significant difference between the experimental and control classes, with the average learning outcome of the experimental class (76.12) higher than that of the control class (62.94). The hypothesis test confirmed the significant influence of the use of LKPD on learning outcomes, as evidenced by the t-count value (5.618) > t-table (2.000) and the significance value of 0.000 < 0.05. In conclusion, the use of LKPD media has a significant positive influence on improving student learning outcomes in science and science subjects.
DEVELOPMENT OF FRACTIONAL BOARD MEDIA ON THE UNDERSTANDING OF THE CONCEPT OF CLASS II STUDENTS Fahira Mahmuda; Ima Muyawati
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.10465

Abstract

The purpose of this study is to develop a learning media for Fractional Boards and test how effective it is in increasing the understanding of the concept of fractions among grade II students at SDN Susukan 09 Pagi. Fractional board media is a concrete media developed in development research with R&D methods and using 4D development models. With the existence of learning media as a means of learning and increasing students' understanding of concepts. Understanding the concept is very important, especially in fractional material, because students often think of fractions only as symbols that must be manipulated, not as whole whole whole numbers. Briefly, the results of the study show that this fractional board is considered very feasible with a validation percentage from media experts 96.67%, material experts 95.83%, teacher trials 88.00%, student trials 91.56%, average scores of pre-test students 66.66, and post-test students 88.00. Thus, this fractional board learning media is considered feasible to be used in the teaching and learning process for Grade II Elementary School students to improve their understanding of mathematical concepts.

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