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Contact Name
Pesona Dasar
Contact Email
pesonadasar@fkip.usk.ac.id
Phone
+6281319086578
Journal Mail Official
pesonadasar@fkip.unsyiah.ac.id
Editorial Address
Universitas Syiah Kuala, Darussalam, Banda Aceh.
Location
Kab. aceh besar,
Aceh
INDONESIA
Pesona Dasar : Jurnal Pendidikan Dasar dan Humaniora
ISSN : 23379227     EISSN : 27156664     DOI : https://doi.org/10.24815/pear.v14i1.2061
Core Subject :
Jurnal Pesona Dasar focuses on educational research, especially research on primary education. It invites educational researchers from all regions of Indonesia to share their knowledge on the development of primary educational research. This journal is published twice a year in April and October
Arjuna Subject : -
Articles 4 Documents
IDENTIFIKASI AWAL DAN SRATEGI PENANGANAN GURU TERHADAP SISWA DENGAN DUGAAN DISLEKSIA DI SDN 23 BANDA ACEH Martines; Putri Dahliana; Miranda Bulqis; Suci Reisma Mentari; Rahmat Iqbal; Agus Kistian
Jurnal Pesona Dasar Vol. 14 No. 1 (2026): Edisi April (In Press)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/pear.v14i1.1778

Abstract

Penelitian ini bertujuan untuk mengetahui proses identifikasi awal dan strategi penanganan guru terhadap siswa dengan dugaan disleksia di kelas IV SDN 23 Banda Aceh. Penelitian menggunakan metode kualitatif deskriptif dengan subjek guru dan siswa kelas IV. Data diperoleh melalui observasi, wawancara mendalam, dan kuesioner, kemudian dianalisis menggunakan teknik reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa guru mengidentifikasi gejala awal disleksia melalui observasi alami terhadap pola membaca, seperti lambatnya decoding, pembalikan huruf, kesalahan fonologis, dan ketidakkonsistenan dalam menyambung bacaan. Temuan kuesioner memperkuat hasil tersebut, di mana seluruh siswa menunjukkan satu atau lebih gejala yang berkaitan dengan pemrosesan fonologis dan memori kerja verbal, seperti kesulitan membaca kata mirip, mengingat ejaan, serta mengikuti instruksi bertahap. Strategi penanganan yang diterapkan guru meliputi penyederhanaan instruksi, pemberian waktu tambahan, penggunaan pendekatan fonik dan multisensori sederhana, serta dukungan emosional. Penelitian ini menegaskan bahwa identifikasi dini dan intervensi adaptif sangat bergantung pada sensitivitas pedagogis guru serta dukungan kerja sama dengan orang tua. Diperlukan pelatihan dan fasilitas pendukung agar proses identifikasi dan penanganan disleksia dapat dilakukan secara lebih sistematis.
EFEKTIVITAS PENGGUNAAN MEDIA BOARDGAME EDUKATIF DALAM PEMBELAJARAN SENI MUSIK UNTUK MENINGKATKAN PEMAHAMAN LAGU DAERAH SISWA KELAS VI SD NEGERI GUE GAJAH KABUPATEN ACEH BESAR PIKRI; Aida Fitri; Mislinawati
Jurnal Pesona Dasar Vol. 14 No. 1 (2026): Edisi April (In Press)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/pear.v14i1.2045

Abstract

Students' low understanding of regional songs is a problem in Arts and Culture (SBdP) learning. This is due to the lack of interactive media that can improve students' understanding of regional songs. One effective medium for improving students' understanding of regional songs is Educational Board Game media. This study aims to examine the effectiveness of Educational Board Game media and the activities of teachers and students when implementing educational board game media. This research uses a qualitative approach with the Classroom Action Research (CAR) type. The subjects of this study were 16 Grade VI students and the homeroom teacher of SD Negeri Gue Gajah, Aceh Besar Regency as observer. Data collection techniques used observation sheets and tests. The data analysis technique in this study used percentage formulas for teacher and student activities, classical percentage formulas for tests, and a classical success indicator of ≥75%. The results of the data analysis showed an increase in teacher activity, from 75% to 96%, student activity to 68% to 81%, and student learning outcomes to 68% to 100%. Therefore, it can be concluded that educational board games can improve students' understanding of regional songs in grade VI of SD Negeri Gue Gajah, Aceh Besar Regency.
PENGARUH MEDIA PEMBELAJARAN BERBASIS ADOBE ANIMATE TERHADAP HASIL BELAJAR IPAS MATERI SEPERTI APAKAH BUDAYA DAERAHKU SISWA KELAS V DI SD NEGERI 2 LAMBHEU Muhammad Fazril; Mislinawati; Nurmasyitah; Rauzah
Jurnal Pesona Dasar Vol. 14 No. 1 (2026): Edisi April (In Press)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/pear.v14i1.2061

Abstract

This research is motivated by the low learning outcomes of students in regional culture and the lack of use of interactive digital learning media in the learning process. This study aims to determine the effect of Adobe Animate-based learning media on the science learning outcomes of fifth-grade students at Lambheu 2 Public Elementary School SD Negeri 2 Lambheu in the subject "What is My Regional Culture Like?". This study used a quantitative approach with a quasi-experimental design and a nonequivalent control group design. The research sample consisted of two classes: class VA as the experimental class with 17 students and class VB as the control class with 19 students. Data collection techniques were carried out through pretests and posttests in the form of multiple-choice questions. Data were analyzed using the N-Gain Score test, the Shapiro-Wilk normality test, the Levene's homogeneity test, and the Independent Samples T-Test hypothesis test using SPSS version 32. The results showed that the average posttest score for the experimental class was 87.05 with an N-Gain of 0.68, while the control class obtained an average posttest score of 77.36 with an N-Gain of 0.43. The Independent Samples T-Test obtained a significance value of 0.001 < 0.05, indicating a significant effect of the use of Adobe Animate-based learning media on students' social studies learning outcomes. Thus, Adobe Animate-based learning media has been proven to significantly influence student learning outcomes in regional culture. This media can also be an innovative alternative for teachers in creating more interactive and engaging learning.
PENGGUNAAN MEDIA PEMBELAJARAN DIGITAL BERBASIS APLIKASI SCRATCH UNTUK MENINGKATKAN HASIL BELAJAR IPAS PESERTA DIDIK KELAS V SD NEGERI GUE GAJAH ACEH BESAR Darman Saputra; Linda Vitoria; Suci Fitriani
Jurnal Pesona Dasar Vol. 14 No. 1 (2026): Edisi April (In Press)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/pear.v14i1.2338

Abstract

This research was motivated by the low learning outcomes of fifth-grade students in the subject of Natural and Social Sciences (IPAS), particularly on the topic of classifying animals based on their types of food at SD Negeri Gue Gajah, Aceh Besar Regency. One of the causes was the use of conventional teaching methods and the lack of interactive learning media utilization. This study aimed to improve teacher activities, student learning activities, and students’ learning outcomes through the use of digital learning media based on the Scratch application. The research employed Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of the study were the teacher and 20 fifth-grade students of SD Negeri Gue Gajah. Data collection techniques included observation and learning outcome tests. The data were analyzed using descriptive quantitative and qualitative methods. The results showed significant improvements in all observed aspects. Teacher activity increased from 47% in the sufficient category in Cycle I to 92% in the very good category in Cycle II. Student activity improved from 42% in the sufficient category to 82% in the very good category. Students’ learning outcomes also improved, with the average score increasing from 41.65 in Cycle I to 84.00 in Cycle II, while classical learning completeness increased from 5.8% to 95%. Based on these findings, it can be concluded that the use of Scratch-based digital learning media was effective in improving the activities and learning outcomes of fifth-grade students in IPAS at SD Negeri Gue Gajah, Aceh Besar Regency.

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