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Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD)
ISSN : 23381140     EISSN : 25273043     DOI : -
Core Subject : Education,
JP2SD (Jurnal Pemikiran dan Pengembangan Sekolah Dasar) is a journal of Elementary School Teacher Education Department, Faculty of Teacher Training and Education, University of Muhammadiyah Malang. The scope of its journal is an elementary school, education, innovation of learning, learning methods and media, learning innovation, and learning management. This journal will be published twice in a year in April and September.
Arjuna Subject : -
Articles 305 Documents
Pengembangan Media Interaktif Berbasis Contextual Teaching and Learning pada Materi Bangun Datar Kelas IV Sekolah Dasar Syafni Gustina Sari; Rahmayuni Jusar, Ira; Wahyuni, Sri
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 1 (2024): April 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i1.28312

Abstract

This study aimed to develop interactive media based on Contextual Teaching and Learning (CTL) on the material two-dimensional figures for Grade V Elementary Schools. Technological developments require teachers to be more creative in developing learning media to suit the development of students who are "literate" in technology. Therefore, it is necessary to design learning media that requires students to be active and contextual in accordance with the development of elementary school students. The subjects of this study were teachers and fifth-grade elementary school students. The type of research to be carried out is research and development (R&D). The development model of this research is the 3-D (three-D) development model, namely define, design, and develop. The development consists of the validity stage, the practicality stage and the effectiveness stage. At the validity stage, CTL-based interactive media will be validated by 3 experts, namely material experts and design experts. In this paper, the development stage of the validity section will be discussed. From the definition, results obtained an analysis of learning outcomes, learning objectives, needs analysis, student analysis and concept analysis of flat shapes. At the design stage, interactive media is designed using CTL-based live worksheets. After it has been designed, it is validated by material experts and design experts. The results from material experts obtained results of 95.6 with very valid criteria, while design experts obtained results of 94.6 with very valid criteria. CTL-based interactive media is very valid and can be continued at the practicality stage
Analisis Model Pembelajaran Daring Menggunakan Media PANDAWA Wijaya, Jevita; Susilo, Herawati; Parno, Parno
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 11 No. 2 (2023): September 2023
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v11i2.28752

Abstract

The COVID-19 pandemic has profoundly transformed the landscape of education. Initially, learning activities were face-to-face, then it switched to online activities. Various schools use application programs to assist learning activities between teachers and students. Bani Hasyim Islamic Elementary School developed a media called PANDAWA, which means online student guidelines (Panduan Daring Siswa). Teacher creativity in developing online learning media is interesting to be studied. The research objectives are (1) to describe model instructional using PANDAWA in school. (2) To describe the impact model instructional by using PANDAWA. The research employed descriptive qualitative conducted at SD Islam Bani Hasyim. Sources of data are the school principal, teachers, students and documents. Methods of data collection are namely interviews, observations, questionnaires, and document collection. PANDAWA media was developed by Bani Hasyim Islamic Elementary School teachers from the Google Form application and Microsoft Office PowerPoint. PANDAWA has features ranging from opening, classroom, materials, assignments and closing. Teaching materials are presented in the form of writing, infographics, and videos included in the features. PANDAWA is set with a password or code based on the classroom. Every morning, the teacher gives a code via WhatsApp to the class group to open PANDAWA. The impacts of PANDAWA on learning activities are (1) learning activities are carried out independently, (2) assignment-based activities to students, (3) PANDAWA does not yet have a virtual face-to-face feature; as a result, students only carry out virtual face-to-face meetings 2-3 times a week using the Google Meet, Zoom, and Whatsapp Groups applications, (4) evaluation of student learning cannot yet be detected objectively, (5) students experience boredom which affects student learning interest. PANDAWA makes it administratively more accessible for teachers to collect assignments.
Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Bangun Ruang di Kelas I SD Mardiana, Ana; Abidin, Yunus
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 2 (2024): September 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i2.30333

Abstract

Education in the era of the Industrial Revolution 4.0 is an education that highlights the use of digital technology in the learning process. Teachers or students are required to be able to improve their competence and skills. Digital technology in education is one reason teaching and learning activities should be supported to be more effective, efficient, and fun. This research aims to describe the development of augmented reality-based learning media on building materials in grade 1 elementary school, describe the design of augmented reality–based learning media as a solution to problems, describe the feasibility and testing requirements for the product that, and describe the final product of augmented reality – based learning media. The research used the Design-Based Research (DBR) research and development method using the Reeves model research stages, that is: 1) identification and analysis of problems; 2) develop solutions; 3) carry out an iterative process 4) reflection. The data collection technique is through data collection using preliminary studies and field studies. The instruments used in this research are interview instruments, expert judgment, questionnaires, and documentation. Based on the research results at SDN Sukarame, Tasikmalaya Regency, research data showed that the augmented reality–based learning media developed was suitable for use in learning. Feasibility is demonstrated from validation results by expert validators, and usability is demonstrated from the results of trials that have been carried out. So, based on the results of this research, the development of augmented reality–based learning media on spatial building materials can be used as an alternative media in learning in grade 1 elementary school.
Pendidikan Antikorupsi: Penanaman Karakter Jujur melalui Kantin Kejujuran di Sekolah Dasar Restuningtyas, Arrum Bunga; Utomo, Arief Cahyo
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 1 (2024): April 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i1.30900

Abstract

The study aims to determine the honesty canteen's implementation, impact, and constraints. The type of research is qualitative descriptive with a case study method at SDN Polokarto 04. The type of data used is qualitative data. Data sources came from the principal, teachers, and students from Grade I to Grade VI. Data collection techniques used observation, interviews, and documentation. The study used three indicators of honesty: 1) not lying, 2) not taking items that do not belong to them, and 3) admitting mistakes. The results showed that implementing the honesty canteen uses the concept of self-service; buyers take their food and drinks to be purchased, pay themselves, and take their own change if needed. The most influential impact of implementing the honesty canteen in elementary schools is a behavior or character cultivation change. Embedded characteristics include practicing honesty with oneself and others and fostering independence and responsibility. Another impact seen from the indicators of honesty is that students are accustomed to speaking according to reality to create a transparent and trustworthy environment, students have responsibility regarding their belongings and do not take other people's property, and students dare to admit mistakes and can make it a lesson. The obstacles elementary school students face are difficulty counting and the absence of change when transacting in the honest canteen.
Pengembangan Media Pembelajaran Puzzle Hak dan Kewajiban untuk Meningkatkan Kerja Sama Peserta Didik Kelas III Sekolah Dasar Sari, Fathmatya Ryza Kirana; Utomo, Arief Cahyo
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 1 (2024): April 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i1.30901

Abstract

This study aims to develop learning media based on rights and obligations puzzles to determine the validity, feasibility, practicality, and effectiveness of improving students' cooperation skills. This study is a type of development research or Research and Development (R&D) with the Four D (4-D) method of defining, designing, developing, and disseminating. The data analysis techniques used are 1) qualitative descriptive analysis carried out through data grouping in the form of suggestions on the results of validation sheets by experts and product trials and 2) quantitative descriptive analysis for data processing in the form of percentages. Data collection techniques using interviews, validation sheets, observation sheets, and response questionnaire sheets. The results obtained are: 1) validation by media experts produced a percentage of 85% and 97.5%, which can be interpreted that the lesson media is very feasible to use; 2) validation by material experts produced a percentage of 95% which can be interpreted that the material in the media is appropriate and very feasible to present, 3) the student response questionnaire produced a percentage of 95.21%, and the educator response questionnaire produced a percentage of 95.83% which can be interpreted that the puzzle learning media is very practical to use, 4) the results of observations of students' cooperation skills obtained the results of the difference before use and after use of 31.68% so that it can be interpreted that the Rights and Obligations puzzle learning media can improve students' cooperation skills.
Pengembangan E-Modul Dengan Bermuatan Karakter Mandiri Pada Materi Jenis-Jenis Usaha Dalam Bidang Ekonomi Kelas V Sekolah Dasar Meilasari, Silvi; Kurniawan Barus, Yohannes; Ahadianto , Erif
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 1 (2024): April 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i1.30947

Abstract

The lack of variety of innovative teaching materials in learning is a significant problem because it can cause students to feel bored and less enthusiastic and find it easier to concentrate when understanding the material. The impact is that student learning achievement, especially in social studies subjects covering types of business in the economic field, becomes low, while the level of student independence also decreases. This research aims to develop learning media in the form of e-modules for material on types of business in the economic sector by including elements of independent character. Its validity will be evaluated by experts and is expected to become a practical tool for teachers and students of class V SDN Kauman 02 Blitar City. It is getting an average score of 87.88% from material experts and an average score of 97.6% from media experts, with both categories being very valid. Meanwhile, the practicality test received an average score of 94.5% from teachers in the very practical category, 94.4% from small group assessments in the very practical category, and 95.4% from large group assessments in the very practical category. The effectiveness of the assessment on student learning achievement was evaluated through a t-test with the help of SPSS and produced a value of 0.000, which indicates that 0.000 < 0.05. Thus, it can be concluded that the null hypothesis (Ho) is rejected, and the alternative hypothesis (Ha) is accepted. These results indicate an increase in student learning achievement in class V of SDN Kauman 02 Blitar City using e-module learning media, which is proven by the average of pre-test and post-test learning results. Overall, based on research findings, e-modules with material on types of business in the economic field are considered feasible by experts and practical to be applied in learning activities to improve student learning achievement.
Menumbuhkan Kesadaran Kewarganegaraan di Kalangan Anak-Anak SD: Implementasi Program Edukids Muh. Khaerul Ummah BK; Syaiful Hidayat; Hamna; Karmila Risa Rahmawati; Ni’mah Wahyuni; Mustakim; Anggraini Insiano, Dewi
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 1 (2024): April 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i1.31024

Abstract

Growing civic awareness is important because it incorporates the practice of Pancasila values, which are the foundation of life, nation and state. It needs to be done from an early age, starting from basic education to become the next generation and future leadership relay holders. The main aim of this research is to increase children's citizenship awareness at the elementary school level through teaching activities designed through the Edukids Program with a civic perspective, such as unity, diversity and participation in social life. This research method is descriptive qualitative, which is used to describe and analyze with an argumentative-contextualistic approach regarding the implementation of the "EduKids" program involving fifth-grade students at Pulias Abaling State Elementary School and PGSD students at Madako University Tolitoli third semester class of 2022 as research subjects. The stages of research implementation were observed using direct observation techniques and interviews. Data were analyzed using the interactive approach of the Miles and Huberman model including selecting informative data, presenting data, and drawing conclusions from research results. This program is designed with an interactive, results-oriented approach, including the use of stories, practices and games during the learning process. As a result of this research, information was obtained that the implementation of the "EduKids" program in class V of Pulias Abaling State Elementary School succeeded in increasing elementary school children's understanding of their rights and obligations as citizens, and they began to actively participate in social activities at school and in the community where they live.
Perbandingan Minat Belajar Antara Indoor Class dan Outing Class pada Siswa Sekolah Dasar Subagja, Rizki; Ma'mun, Amung
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 2 (2024): September 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i2.31420

Abstract

Learning interest is one of the important factors that affect the success of a student's learning; this is an essential concern that the teacher must consider. This study aimed to determine the learning interest of elementary school students in Indoor Class learning and outing class activity learning. The research method used is descriptive comparative. The population in this study was five public elementary schools in Bandung City. The sample numbered 364 students in grades 4, 5, and 6, consisting of 182 students who participated in outing class learning activities and 182 students who carried out indoor class learning. Researchers used a learning interest instrument with a reliability coefficient of 0.972 and a reliable interpretation value. Data analysis used is descriptive statistics and Independent Sample t Test test to analyze the comparison of 2 groups. The results showed that the percentage of indoor class learning was 46%, and learning in outing class activities was 54%. While analyzing the Independent Sample t-test results in Levene's Test for Equality of Variances data with a sig value. 0.000 is smaller than 0.05, so there are different variances. The Equality of Means data t-test results produce sig. (2-tailed) of 0.000 is smaller than 0.05, there is a difference, and outing class activities foster more student interest in learning. This finding is expected to be an evaluation material for related parties to build interest in learning and improve student learning outcomes.
Pengembangan Proyek Penguatan Profil Pelajar Pancasila (P5) sebagai Upaya Penguatan Karakter Siswa Sekolah Dasar: Implementasi dan Tantangan Septiany, Silvia; Darmayanti, Mela; Hendriani, Ani
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 2 (2024): September 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i2.31740

Abstract

Globalization has become one of the causes of the moral crisis among elementary school students because the information that can be accessed digitally is increasingly widespread. Therefore, it is essential to strengthen the character of elementary school students so that they do not fall into negative things. One effort that can be made is character education based on Pancasila. Through character education, students are expected to become Pancasila students, which are the students who can apply Pancasila values in their daily lives. Therefore, this research aims to determine the implementation of the Pancasila Student Profile Strengthening Project (P5) and its influence on student character. This research uses the Bibliometric analysis method and the SPAR-4-SLR procedure. They are using the Publish or Perish database and Google Scholar. Based on the 20 selected articles regarding P5, its successful implementation can develop students' positive character, such as increasing cooperation and responsibility. The obstacles experienced are inadequate facilities and infrastructure, teacher direction, and lack of funding. Efforts that can be made include providing facilities and infrastructure and cooperation between school principals, teachers, and parents. An effective strategy for implementing P5 is to optimize the planning, implementation, and evaluation stages. The benefits of implementing P5 include that character development activities focus more on determining dimensions and assessment rubrics. Recommendations are directed to future researchers to conduct research related to the implementation of P5 in connection with other elements, such as house training for teachers to understand the concept of P5.
Development of QR Code-Based Pocket Book Media on Solar System Materials to Increase The Science Literacy of Primary School Student Priya Kusuma Bahari; Lilik Bintartik; Candra Utama
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 12 No. 2 (2024): September 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v12i2.31797

Abstract

This study aimed to overcome challenges in learning Natural Sciences (Science) and increase the scientific literacy of Grade VI students at SDN 1 Sumbergedong, Trenggalek Regency, by developing a QR Code-based Pocket Book on the solar system material. The research method used is R&D and follows ADDIE's steps to develop valid, practical and effective learning media. Validation results from material experts, media experts, and teachers show a very high level of validity, 93.56%. In comparison, small-scale and large-scale trials show a high level of practicality with an average of 98.25%. Evaluating the effectiveness of using N-Gain resulted in a significant increase in student understanding by 80%. Thus, the QR Code-based Pocket Book is an innovative alternative that has the potential to increase elementary school students' scientific literacy, overcome media limitations, and enrich the learning experience with interactive multimedia technology. It is very suitable for use in solar system learning materials.