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Contact Name
JA'FAR AMIRUDIN
Contact Email
jafar.amirudin@uniga.ac.id
Phone
0838-9048-6773
Journal Mail Official
jurnal.pgmi@uniga.ac.id
Editorial Address
Jl. Prof. K.H. Cecep Syarifudin d/h Jl. Raya Samarang No. 52A, Desa Rancabango, Kec. Tarogong Kaler, Kabupaten Garut, Jawa Barat 44151
Location
Kab. garut,
Jawa barat
INDONESIA
Jurnal Pgmi Uniga
Published by Universitas Garut
ISSN : -     EISSN : 28286723     DOI : https://doi.org/10.52434/pgmi.v2i2.41431
Jurnal PGMI UNIGA adalah jurnal yang dipublikasikan oleh Prodi PGMI Fakultas Pendidikan Islam dan Keguruan Universitas Garut. Jurnal PGMI UNIGA terbit dua kali dalam satu tahun yakni bulan Maret dan September, dengan nomor E-ISSN: 2828-6723 . Jurnal PGMI UNIGA mempublikasikan hasil penelitian dan kajian ilmiah di bidang Pendidikan Guru Madrasah Ibtidaiyah dengan topik kajian yang memadukan ilmu agama (Akidah Akhlak, Al-Qur’an, Hadits, Sejarah Islam, Fiqih, Bahasa Arab dan kajian-kajian kontemporer tentang permasalahan hukum yang berkaitan dengan keagamaan) dan ilmu umum (sains, sosial, matematika, kewarganegaraan, bahasa, seni, budaya, agama, keolahragaan, teknologi, lingkungan, belajar dan pembelajaran, perangkat pembelajaran, media pembelajaran, model, pendekatan, metode, dan atau strategi pembelajaran, evaluasi pembelajaran, psikologi pembelajaran, dan atau pedagogi).
Articles 56 Documents
Penerapan Metode Pembelajaran VBL (Video Based Learning) Dalam meningkatkan Hasil Belajar Peserta Didik Pada Cerita Fabel “Kecerdikan Menumbuhkan Kebaikan” Tema 7 Kebersamaan Subtema I Anggi Solihah; Budiana; Ahmad Hidayat
Jurnal PGMI UNIGA Vol 4 No 2 (2025): Jurnal PGMI UNIGA
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/pgmi.v4i2.43408

Abstract

This study aims to improve students’ learning outcomes in Indonesian language learning, particularly on the fable story entitled “Kecerdikan Menumbuhkan Kebaikan”, through the implementation of the Video Based Learning (VBL) method. This research employed a Classroom Action Research (CAR) approach using the Kemmis and McTaggart model, which was conducted in two cycles. The research subjects were 20 second-grade students of MI Darul Huda Sadahiang. Data were collected through learning outcome tests, observations, and interviews. The results of the study indicate that the application of the Video Based Learning method can improve students’ learning outcomes. The average score in the pre-cycle was 65%, increased to 68.5% in Cycle I, and further increased to 75.5% in Cycle II. Based on these findings, it can be concluded that the Video Based Learning method is effective in improving students’ learning outcomes in Indonesian language learning on fable story material at Madrasah Ibtidaiyah. Keywords: Video Based Learning, Learning Outcomes, Fable Story, Indonesian Language
Penerapan Metode Card Sort Dalam Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran PKn Kelas IV MIN 2 Pandeglang Dina Khoirunnisa; Nandang Kosim; Agus Hidayatullah
Jurnal PGMI UNIGA Vol 4 No 2 (2025): Jurnal PGMI UNIGA
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/pgmi.v4i2.43409

Abstract

This study aims to describe the application of the card sort method in improving student learning outcomes in Civics Education (PKn) on the subject of mutual cooperation in class IV C MIN 2 Pandeglang. This study uses a Classroom Action Research (CAR) approach conducted in two cycles. The research subjects were 30 students in class IV C MIN 2 Pandeglang. Data collection techniques included observation, learning outcome tests, and documentation. Data analysis was conducted using descriptive qualitative and quantitative methods. The results showed an increase in student learning outcomes after the application of the card sort method. At the beginning of the study, only 12 students or 40% achieved the Minimum Completion Criteria (KKM). After the intervention in cycle I, the number of students who achieved mastery increased to 21 students or about 70%. In cycle II, learning mastery increased significantly to 27 students or 90%. In addition to improving learning outcomes, the card sort method was also able to increase student activity, cooperation, and understanding of the learning material. Keywords: Card Sorting Method, Learning Outcomes, Civics
Enhancing Creativity in Narrative Writing Using Word Card Media: A Pre-Experimental Study in Grade 5 SDN Mulyasari 2 N Gusna Amelia Bastari; Fajar Nugraha; Nurul Fatonah
Jurnal PGMI UNIGA Vol 4 No 2 (2025): Jurnal PGMI UNIGA
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/pgmi.v4i2.43433

Abstract

Low narrative writing skills of fifth-grade students at SDN Mulyasari 2, Bayongbong District, Garut Regency. Initial observations indicated that many students had difficulty expressing ideas, determining characters, plot, conflict, and resolution, resulting in short, incoherent, and less engaging stories. This study aimed to analyze the effect of word card media on students’ creative narrative writing skills. A quantitative approach with a one-group pretest-posttest quasi-experimental design was used, involving 20 students, with a narrative writing test based on Guilford’s creativity indicators and a learning activity observation sheet. The results showed a significant improvement in writing skills, with the average pretest score increasing from 56.75 to 79.75 in the posttest and a t-test significance value of 0.000. Observations also revealed increased student participation, interest, and ability to develop ideas coherently and in detail. These findings indicate that word card media is an effective, simple, and engaging learning tool to enhance narrative writing skills in elementary school students. Keywords: word card media, narrative writing skills, creativity, elementary school
The Implementation of Interactive Quizizz Media to Improve Students’ Learning Interest in Mathematics : A True Experimental Study at SD GIS Prima Insani Amalia Sopiyanti; Nurdin Muhamad; Ani Siti Anisah
Jurnal PGMI UNIGA Vol 4 No 2 (2025): Jurnal PGMI UNIGA
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/pgmi.v4i2.43443

Abstract

Minat belajar matematika peserta didik cenderung rendah karena karakteristik matematika yang bersifat abstrak sehingga sering dianggap sulit. Padahal, minat belajar memiliki peran penting dalam mendorong kesiapan dan kesungguhan siswa saat pelajaran dilaksanakan. Dengan demikian, pengajar dituntut untuk menghadirkan inovasi pembelajaran melalui pemanfaatan media yang interaktif dan menarik. Tujuan penelitian ini untuk mengetahui apakah penggunaan media interaktif Quizizz memengaruhi peningkatan minat belajar matematika peserta didik kelas IV SD GIS Prima Insani. Penelitian menggunakan pendekatan kuantitatif dengan desain true experimental model posttest-only control group design. Instrumen penelitian meliputi observasi, wawancara, dan angket minat belajar yang terdiri atas 23 pernyataan. Hasil penelitian menunjukkan bahwa penerapan Quizizz berjalan sangat baik dengan persentase minat belajar sebesar 89% dengan kategori sangat baik. Ha diterima, nilai . Sig. 0,000 < 0,05 yang menunjukkan bahwa penggunaan Quizizz berdampak positif terhadap peningkatan minat belajar matematika peserta didik. Kata kunci: Media Interaktif Quizizz , Minat Belajar, Matematika
Comparison of Diorama and Animation Media in Enhancing Cognitive Learning Outcomes on Ecosystem Material for Fifth-Grade Students: A Quasi-Experimental Study at SDN 1 Pataruman Raisha Fauziyah Azzahra; Abdul latip; Irfan Hilman
Jurnal PGMI UNIGA Vol 4 No 2 (2025): Jurnal PGMI UNIGA
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/pgmi.v4i2.43450

Abstract

This study aimed to analyze the impact utilizing diorama and animation media in on the topic of “Harmony in the Ecosystem” for fifth-grade elementary students. employed a quantitative approach with an experimental method, involving two classes as samples: the experimental class used diorama media (n=24) and the control class used animation media (n=21). Data were collected through pretests and posttests, then analyzed using normality tests, the Mann-Whitney U test, and N-Gain calculations with SPSS version 20. The results showed that the implementation of learning with both media was optimal, as evidenced by 100% achievement in observation checklists., although the N-Gain for diorama (0.20) was slightly higher than for animation (0.14), both categorized as low. In conclusion, diorama and animation media have relatively equal effectiveness in supporting students’ conceptual understanding, with media selection adjusted according to the material characteristics and students’ needs.
Classdojo Interactive Media To Enhance Students' Conceptual Understanding In Mathematics Dida Hartati , Dida Hartati; Nurdin Muhamad; Ani Siti Anisah
Jurnal PGMI UNIGA Vol 4 No 2 (2025): Jurnal PGMI UNIGA
Publisher : Universitas Garut

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

Abstract

This research aims to improve the mathematical concept understanding of first-grade students at SD GIS Prima Insani through the use of ClassDojo interactive media. Using a quantitative experimental method, the study involved 55 students divided into an experimental class (n=26) and a control class (n=29). Pretest results indicated that the initial abilities of both groups were equivalent (p = 0.527). However, after the intervention, the Mann-Whitney test revealed a significant difference in posttest scores with an Sig. 0.038 < 0.05 The result N-Gain score of 0.57 indicates a "medium" improvement category with an effectiveness level of 57%. Furthermore, student engagement increased significantly from 60% to 90% when using ClassDojo. These findings are supported by constructivist theory, which emphasizes active student involvement. It is concluded that ClassDojo interactive media is effective in enhancing mathematical concept understanding and creating a more interactive and meaningful learning experience compared to conventional media. Keywords: ClassDojo, Interactive Media, Concept Understanding, Mathematics.