cover
Contact Name
RANDI EKA PUTRA
Contact Email
randiekaputra23@gmail.com
Phone
+6282284569186
Journal Mail Official
randiekaputra23@gmail.com
Editorial Address
LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO Jl. Rang Kayo Hitam, Cadika, Rimbo Tengah, Kabupaten Bungo, Jambi 37211
Location
Kab. bungo,
Jambi
INDONESIA
JURNAL TUNAS PENDIDIKAN
ISSN : -     EISSN : 26211629     DOI : https://doi.org/10.52060/pgsd.v5i1.893
Core Subject : Education,
Jurnal Tunas Pendidikan merupakan jurnal di bawah naungan Prodi PGSD Universitas Muhammadiyah Muara Bungo, yang berisi tentang naskah artikel hasil kajian dan penelitian dalam bidang pendidikan dasar. Jurnal ini difokuskan untuk mewadahi publikasi ilmiah dari hasil penelitian dosen, mahasiswa dan guru baik pada jenjang SD, SMP, ataupun SMA. Jurnal ini diterbitkan dua kali dalam satu tahun, yakni setiap bulan Maret dan Oktober.
Arjuna Subject : Umum - Umum
Articles 384 Documents
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS CANVA TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI SEKOLAH DASAR Ria, Ria Puspita Sari; Muhammad Sofwan; Desy Rosmalinda
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2026

Abstract

This research aims to see the effect of using Canva-based animated video learning media on the learning motivation of class V students at SDN 55/I Sridadi for the 2023/2024 academic year in Pancasila education subjects. This research was conducted in class V of SDN 55/I Sridadi in the 2023/2024 academic year. This research is a quantitative research with a research design using a nonequivalent control group design. The data collection method in this research was observation and questionnaires. Data collection techniques were obtained by filling in observation sheets and giving questionnaires in the form of statements to students. Based on the research results, it shows that the use of Canva-based animated video learning media in the experimental class at SDN 55/I Sridadi has an effect on students' learning motivation. Judging from the average final observation value after giving treatment, it is 38.57, meaning it is more than the average initial observation value before giving treatment, namely 30.81 compared to the control class. Initial observations found an average of 33.24 and a slight increase in observation. The final result is an average of 33.95 with the application of a conventional model that does not use certain treatments. The results obtained from the analysis of the significance value from the Coeficient table were 0.000 < 0.05, so it can be concluded that variable X has an effect on variable Y.
MENINGKATKAN KETERAMPILAN SOSIAL DENGAN MENGGUNAKAN MODEL PEMBELAJARAN DISCOVERY LEARNING PADA MATA PELAJARAN IPAS MATERI INDONESIAKU KAYA BUDAYA UNTUK PESERTA DIDIK KELAS IV SDN 80/1 MUARA BULIAN Revina, Revina Voseka; Muhammad Sofwan; Khoirunnisa
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2028

Abstract

This research aims to describe the implementation of the Discovery Learning learning model in improving social skills for class IV students in the science and science subject My Indonesia Rich Culture Material at SDN 80/1 Muara Bulian. Based on the results of initial research observations, it was found that at SDN 80/1 Muara Bulian in Class IV, the social skills possessed by students were still low. It was seen that there was a lack of collaboration or cooperation between students and there were still many students who used rude language towards their friends. Class Action Research (PTK) consists of 2 cycles with each cycle having 2 meetings where data is taken from the teacher's implementation observation sheet in implementing the Discovery Learning learning model and the student's social skills observation sheet. This research was carried out in 4 stages, namely planning, implementation, observation and reflection. The research results show that the application of the Discovery Learning model in science learning has resulted in a significant increase in students' social skills. Initially, social skills were at the level of 56.42% in the first cycle, but increased to 76.22% in the second cycle. Thus, it can be concluded that the implementation of the Discovery Learning model in science and science learning has succeeded in improving the social skills of class IV elementary school students.
PENGGUNAAN METODE BERMAIN PERAN DENGAN MEDIA AUDIO PADA PEMBELAJARAN IPS DI SEKOLAH DASAR mutiara ratu nirmala; Noviyanti , Silvina; Sayyidatunnisa, Zhafira; edison , abiy dzaki
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2084

Abstract

This research aims to describe the use of role playing methods with audio media in social studies learning about ASEAN arts and culture for class V students. This research is a qualitative research type with a case study method. The data collection techniques used are observation, interviews, tests. The data analysis technique uses the case study method.  The results of the research show that the use of role playing methods with audio media in social studies learning in class v elementary schools is effective. This is proven by positive learning outcomes such as students being more confident, able to control their emotions and having the courage to express opinions in social studies learning, especially on ASEAN arts and culture material. Each activity definitely has its own obstacles, such as lack of student involvement, a long time required, limited space and some students who are shy.
THE INFLUENCE OF THE SMART BOARD MEDIA BASED RME APPROACH ON LEARNING OUTCOMES IN THE MATERIAL ADMINISTRATION OF CLASS I PRIMARY SCHOOL Wahyuni, Ms. Tri; Disurya, Mr. Ramanata; Imansyah, Mr. Farizal
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2176

Abstract

ABSTRACT This research is an understanding of mathematical concepts in learning. The formulation of the problem is whether there is an influence of the RME approach based on smart board media on learning outcomes in grade 1 elementary school addition material. The aim of this research is to determine the effect of the RME approach based on smart board media on learning outcomes in grade I elementary school addition material. This research method uses True Experimental design. The research subjects consisted of two class groups, namely class 1.A and class 1.B with a total of 41 students. Data collection techniques are carried out through test techniques and documentation. Data analysis techniques were carried out using normality tests, homogeneity tests, and hypothesis tests. Hypothesis testing uses the independent sample t-test. This research shows that the results of the RME approach based on smart board media have a significant effect on learning outcomes in grade I elementary school addition material. This can be seen from the results of the hypothesis using the t-test on two groups with the results obtained tcount = 4.136, while ttable is 1.684. Thus tcount > ttable (4.136 > 1.684) which means the working hypothesis (Ha) in this study is accepted, this proves that there is a significant influence of the RME approach based on smart board media on learning outcomes in class I addition material at SD Negeri 09 Sumber Marga Telang.
THE INFLUENCE OF APPLICATION OF KOPIN MEDIA (SMART BOX) ON LEARNING OUTCOMES IN SCIENCE LEARNING CLASS V SDN 34 PALEMBANG Sahara, Ms. Ai Ratna; Misdalina, Ms. Misdalina; Puspita Sari Jaya, Ms. Melinda
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2182

Abstract

The purpose of this study was to determine the effect of the application of KOPIN (Smart Box) Media on Learning Outcomes in Science Learning Class V SDN 34 Palembang. This research is a type of quantitative research using Quasi Experimental Design. This study used the Posttest Only Control Design research design. The variables of this study consisted of independent variables (X), namely the application of KOPIN (Smart Box) media and the dependent variable (Y), namely student learning outcomes. The population of this study were students of grades VA and VB SD Negeri 34 Palembang totaling 60 students, the samples taken were class VA as an experimental class of 30 students taught using KOPIN (Smart Box) media and class VB as a control class of 30 students taught using conventional learning models. In sampling using saturated sampling. The data collection techniques used in this study were tests and documentation. Data analysis techniques using normality test, homogeneity test and hypothesis testing. The calculated results show the value of tcount > ttable 5.203> 1.672 with degrees of freedom 58 (df 58). It can be concluded that it is significant where H0 is rejected while Ha is accepted, this is due to stating that there is an effect of the application of KOPIN (Smart Box) media on learning outcomes in science class learning.
THE INFLUENCE OF THE WORDWALL-BASED TEAMS GAMES TOURNAMENT (TGT) MODEL ON LEARNING OUTCOMES IN BUILDING MATERIAL CLASSROOM V SD Noviana, Ms. Tri; Disurya, Mr. Ramanata; Imansyah, Mr. Farizal
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2183

Abstract

This research is about the influence of the wordwall-based Teams Games Tournament (TGT) model on the learning outcomes of class V elementary school classroom material, with the hope of increasing understanding of mathematics learning through the application of the TGT learning model supported by wordwall media. The formulation of the problem is whether there is an influence of the wordwall-based Teams Games Tournament (TGT) model on the learning outcomes of class V elementary school classroom material. The aim of the research is to determine the effect of the wordwall-based Teams Games Tournament (TGT) model on learning outcomes for class V elementary school building materials. The research method used was an experiment with a quantitative approach. This research uses a True Experimental Design, namely posttest only control design. The research subjects consisted of two classes, namely class V.A and class V.C with a total of 62 students. Data collection techniques are carried out through test techniques and documentation. Data analysis techniques were carried out using normality tests, homogeneity tests, and hypothesis tests. Hypothesis testing uses the independent sample t-test. The results of the hypothesis analysis show that the value of ????ℎ???????????????????? is 5.849, exceeding the value of ???????????????????????? of 1.670, with a significance level of <0.05 (0.000-0.05). Thus, it can be concluded that the use of the Wordwall-based Teams Games Tournament (TGT) Model is suitable for application in learning and has a significant influence.
Membangun MEMBANGUN KELAS SEJARAH INTERAKTIF DENGAN BANTUAN TEKNOLOGI DIGITAL: INOVASI DAN TANTANGAN Larasati, Titik
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2206

Abstract

In the study of history in Indonesian, the use of digital technology has enhanced students’ engagement and their understanding of historical material. This study was conducted at SMA Negeri 1 Tanjung Jabung Timur using a qualitative approach. The observation method was employed to observe how students interacted with interactive media such as animated videos, interactive maps, and web-based learning modules. The results showed that students were more engagement in class discussions and better understood more complex historical concepts. Digital technology has great potential to transform the paradigm of history learning into something more dynamic and relevant. This is despite issues such as the digital divide and the need for additional training for teachers. Indonesian can continue to move towards a more modern and inclusive future with a commitment to addressing these challenges.
PENGARUH MEDIA DOMATH (DOMINO MATHEMATIC) PADA MATERI PECAHANTERHADAP HASIL BELAJAR SISWA KELAS IV SDN 14 KOTO BARU Nurul Yaqin, Fitria Sri Dewi; Eka Filahanasari; Muhammad Subhan
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2296

Abstract

This research is motivated by problems that occur in the field such as limited learning media at school, and students do not pay attention to the teacher when explaining, there is a lack of interest and will lead to low student learning outcomes in participating in learning, passive students when given questions by the teacher which will have an impact on the decline in student learning outcomes, cool with themselves and chatting with their peers. The purpose of this study was to determine the results of the influence of Domath (Domino mathematic) media on fraction material on the learning outcomes of grade IV students of SDN 14 Koto Baru. The type of research used is quantitative using experimental research methods. This research used the form of one group pretest-postest design this design uses one group, namely the experimental class. The post-test results showed an increase in student learning outcomes, where from the pre-test average of 59.736 it increased to 77.368 in the post-test results. In addition, there was a change in the number of students who were complete and incomplete. Students who completed the pre-test were 8 students and increased in the posttest to 16 out of 19 students. These results were followed by the acquisition of excellent post-test scores, where the highest score reached 90 and the lowest score was 55. These learning outcomes show the difference between before treatment and after treatment.
PENGEMBANGAN E-MODUL BERBASIS KONTEKSTUAL PADA MATA PELAJARAN IPAS KELAS IV UPT SD NEGERI SIDOTENTREM I Suharti, Siti
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2305

Abstract

This research uses a type of development research. Research produces contextual based e-modul for science subjects. The test subjects in this research were for class IV students UPT SD Negeri Sidotentrem I. The research model used by ADDIE consisted of the stages of analysis, design, development, implementation and evaluation. The are three data analysis techniques used, e-module validity analysis, e-module effectiveness analysis and e-module practicality analysis. The instrument used to test the level of validity of the e-module is with an expert validation sheet consisting of material experts, media expers and language experts. The instruments used to test the level of practicality of the e-module are student response questionnaire sheets and theacher response questionnaire. The expert validation results showed that the percentage of material experts was 92%, language experts were 85%, and media experts were 86,66% in the very valid category. The studet learning test result obtained a percentage of 90,47% in the effective category. Based on teacher and student responses the precentage obtained were 94% ang 91,16% in the verypractical category.
Pengembangan Video Animasi Berbasis Canva Pada Pembelajaran IPAS Kelas III MIN 2 Dharmasraya Estuhono, Estuhono; Ahmad Ilham Asmaryadi Ma; Muhammad Karles
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2312

Abstract

This research aims to develop Canva-based animation videos for learning science and science class III Min 2 Dharmasraya. This research uses the type of research and development. The research and development model used uses 4D developed by S. Thigharajan, Doroty Semmel, and Melvyn I. Semmel. This development stage is: Define, Design, Develop, Disseminate. The type of data taken in this research is primary data, namely data taken from the results of validation of teaching materials. The development of the instruments used in this research used validity, practicality and effectiveness instruments. Data collection techniques used were observation, interviews, questionnaires. The data analysis technique used uses validity, practicality and effectiveness data analysis. Based on the validation results of video media, which was assessed by 3 validators, it shows that video media obtained an average percentage of 82.76% with a very valid category, so it can be said that this video media is suitable for use by students. The practicality of video media was assessed from a questionnaire on the responses of educators and students to video learning media, totaling 1 educator and student of class III MIN 2 Dharmasraya, namely those who obtained a percentage of 95.5% in the very practical category. The effectiveness of the learning video media as assessed by the results of the test scores given to students in the form of objective questions totaling 20 questions obtained a percentage of 93.1% in the very effective category so it can be said that the effective use of this learning video media is able to increase the value of students' learning outcomes.