CERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar
http://eskripsi.stkippgribl.ac.id/index.php/pgsd
<p>CERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar merupakan kumpulan tulisan mahasiswa pada Prodi PGSD yang disusun sebagai syarat untuk penyelesaian tugas akhir. Artikel luaran penelitian tugas akhir mahasiswa ini disusun berdasarkan arahan dan pertimbangan dosen pembimbing skripsi.</p>Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampungen-USCERDAS: Jurnal Ilmiah Mahasiswa Pendidikan DasarPENGEMBANGAN MEDIA PEMBELAJARAN PERMAINAN ULAR TANGGA PADA MATERI KERAGAMAN BUDAYA PADA SISWA KELAS IV SD NEGERI 08 SIMPANG PEMATANG
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/998
<p>Permasalahan dalam penelitian ini adalah 1) media pembelajaran yang dipakai hanya berpatokan pada buku paket dan LKS saja, 2) proses pembelajaran masih berpusat pada guru, 3) rendahnya minat belajar siswa, 4) tidak adanya media pembelajaran dalam bentuk permainan untuk mengajarkan materi IPS dan 5) contoh-contoh materi keragaman budaya hanya menggunakan gambar yang tersedia dalam buku paket saja. Adapun media yang dapat dikembangkan untuk mengatasi permasalahan tersebut yaitu media permainan ular tangga. Tujuan penelitian ini untuk mengetahui tingkat kelayakan, kepraktisan dan keefektifan media pembelajaran permainan ular tangga pada materi keragaman budaya. Jenis penelitian ini yakni pendekatan penelitian dan pengembangan atau <em>Research and Development</em> (R&D) dengan model pengembangan ADDIE (<em>Analysis, Design, Development, Implementation. Evaluation</em>). Pada model ADDIE memberikan peluang yang banyak untuk melakukan evaluasi terhadap aktivitas pengembangan pada setiap tahap. Hasil penelitian menunjukkan pengembangan media pembelajaran permainan ular tangga memiliki tingkat kelayakan yang sangat tinggi. Hal ini dapat dilihat pada uji validasi ahli materi memperoleh rata-rata skor sebesar 3,6 (sangat valid), sementara uji validasi media memperoleh rata-rata skor sebesar 3,6 (sangat valid). Pada uji kepraktisan diperoleh dari hasil respon guru dan siswa memiliki tingkat kepraktisan yang sangat tinggi. Dari hasil respon guru dan siswa diperoleh hasil sebagai berikut 1) respon guru memperoleh rata-rata skor sebesar 3,6 (sangat praktis) dan 2) respon siswa memperoleh rata-rata skor sebesar 3,9 (sangat praktis). Selanjutnya uji keefektifan diperoleh dari hasil tes yang dilakukan dan memperoleh hasil yang sangat efektif. Dari hasil tes yang yang dilakukan diperoleh hasil belajar IPS siswa kelas IV dengan ketuntasan belajar siswa diperoleh sebesar 87,10%. Persentase tersebut dapat dikategorikan pada kriteria sangat efektif. Sehingga dapat disimpulkan bahwa pengembangan media pembelajaran permainan ular tangga memiliki kelayakan, kepraktisan dan keefektifan yang sangat tinggi dalam pembelajaran IPS pada materi keragaman budaya.</p>Alhima Wardatu UnsaWayan Satria JayaPutut Wisnu Kurniawan
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2024-06-232024-06-2331110PENGARUH METODE PEMBELAJARAN WORD SQUARE TERHADAP HASIL BELAJAR PKN SISWA KELAS 5 SD KARTIKA II-5 (PERSIT) BANDAR LAMPUNG TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1003
<p><em>The main problems found in this research are 1) many students still do not pay attention to the teacher when explaining, 2) there is no feedback in learning, 3) learning in class lacks variety, 4) Students lack the courage to express opinions and make arguments, 5) learning is predominantly directed towards working on practice questions contained in books and 6) PKN learning outcomes for grade 5 students are still relatively low. So a learning model is needed that can overcome this problem, one of which is using the word square learning method. This research aims to determine the effect of the word square learning method on the PKN learning outcomes of grade 5 students at SD Kartika II-5 (Persit) Bandar Lampung. This type of research is quasi-experimental using quantitative data analysis. The population in this study was all 5th grade students at SD Kartika II-5 (Persit) Bandar Lampung, totaling 91 students, the sample consisted of class 5C as the experimental class, totaling 22 people and 5D as the control class, totaling 22 people. The data analysis technique uses the normality test with the chi square test, the homogeneity test with the Fisher test. Followed by testing the hypothesis with the t-test. Based on the results of the analysis and discussion of the research data, the results of the hypothesis test were obtained with t test results = 3.52 > ttab = 2.02. Furthermore, the average PKN learning outcomes of students taught using the word square learning method were higher (77.73) compared to students taught using conventional learning methods (65.23). So H0 is rejected, meaning Ha is accepted so it can be concluded that there is an influence of the word square learning method on the PKN learning outcomes of grade 5 students at SD Kartika II-5 (Persit) Bandar Lampung.</em></p>Delvi ArandeaWayan Satria JayaPutut Wisnu Kurniawan
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2024-06-232024-06-23311120PERBANDINGAN HASIL BELAJAR IPS DENGAN MODEL PEMBELAJARAN TALKING STICK DAN MODEL PEMBELAJARAN INSIDE OUTSIDE CIRCLE (IOC) PADA SISWA KELAS 5 SD NEGERI 2 TEKAD TANGGAMUS TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1004
<p><em>The problems in this research are 1) the use of less varied learning models, 2) students rarely ask questions if there is material being presented, 3) students are less involved in the learning process, 4) the use of learning media is still not optimal and 5) students' social studies learning outcomes Grade 5 SD Negeri 2 Tanggamus' determination is still low. Seeing this situation, researchers tried to apply the cooperative learning model. There are two types, namely the Talking Stick learning model and the Inside Outside Circle (IOC) learning model. This research aims to determine the comparison of social studies learning outcomes with the Talking Stick learning model and the Inside Outside Circle (IOC) learning model for grade 5 students at SD Negeri 2 Tekad Tanggamus. This type of research is quasi-experimental, using quantitative data analysis. The population in this study was all 5th grade students at SD Negeri 2 Tekad Tanggamus, totaling 46 students, the sample consisted of class 5A as a class taught using the Talking Stick learning model totaling 23 people and 5B as a class taught using the Inside Outside Circle (IOC) learning model ) totaling 23 people. The data analysis technique uses the normality test with the chi square test, the homogeneity test with the Fisher test. Followed by testing the hypothesis with the t-test. Based on the results of the analysis and discussion of the research data, the results of the hypothesis test were obtained with t test results = 3.49 > ttab = 2.02. Furthermore, the average social studies learning outcomes of students taught using the talking stick learning model were higher (75.52) compared to students taught using the inside outside circle (IOC) learning model (63.70). so that H0 is rejected, meaning Ha is accepted, so it can be concluded that there is a significant difference between social studies learning outcomes using the talking stick learning model and the inside outside circle (IOC) learning model for grade 5 students at SD Negeri 2 Tekad Tanggamus for the 2023/2024 academic year.</em></p>Mayeiske AndiniWayan Satria JayaPutut Wisnu Kurniawan
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2024-06-232024-06-23312130PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PERPINDAHAN KALOR DI SEKITAR KITA PADA SISWA KELAS V SD NEGERI 03 SIMPANG PEMATANG TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1005
<p><em>This research aims to determine the level of feasibility, practicality and effectiveness of interactive multimedia in heat transfer materials. This research is a type of research and development in the form of PowerPoint-based interactive multimedia. The research stages carried out refer to the ADDIE development model which includes Analysis, Design, Development, Implementation and Evaluation. The research results show that the use of PowerPoint-based interactive multimedia has a very high level of validation. In the material expert validation test, the average score was 3.6 (very valid), the language validation test obtained an average score of 3.6 (very valid), while the media validation test obtained an average score of 3.7 ( very valid). The practicality test was obtained from the results of student responses by obtaining an average score of 3.8 in the very practical and suitable for use category. Furthermore, the effectiveness of using PowerPoint-based interactive multimedia in heat transfer material showed very good results by achieving a completion percentage of 83.33%. These results are considered very effective in class V science learning at SD Negeri 03 Simpang Pematang. So it can be concluded that the development of PowerPoint-based interactive multimedia has very high feasibility, practicality and effectiveness in science learning on heat transfer material.</em></p>Renita WulandariAkhmad SutiyonoConnyta Elvadola
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2024-06-232024-06-23313140PENGEMBANGAN MEDIA SCRAPBOOK PADA MATERI PKN TENTANG HIDUP BERGOTONG ROYONG SISWA KELAS IV SDN SIDOASIH TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1006
<p><em>The problem in this research is the lack of learning media that is able to present concrete material on Civics material. One alternative media that teachers can use to attract students' attention in the learning process and make it easier for students to understand Civics learning material is to use scrapbook media. The aim of this research is to determine the level of feasibility, practicality and effectiveness of scrapbook learning media on cooperative living material. This type of research is a research and development approach or Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation. Evaluation) development model. Data collection techniques used in research are questionnaires, tests and documentation. The results of the research after going through 2 stages of material expert validation obtained an average score of 3.7, while from language validation an average score was obtained of 3.8 and from media expert validation an average score of 3.8 was obtained. From these three validations, the suitability of scrapbook media was declared very suitable for use. The practicality test was obtained from the results of students' responses which were very practical by obtaining an average score of 3.9. Furthermore, the effectiveness test was obtained from the results of the tests carried out and obtained very effective results. The results of the test given to all students were obtained, namely learning completeness which reached 88%. Based on this analysis, it can be concluded that the development of scrapbook media has very high feasibility, practicality and effectiveness in PKN learning on cooperative life material for class IV students at SDN Sidoasih.</em></p>Novia Nur AfifahAkhmad SutiyonoAmbyah Harjanto
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2024-06-232024-06-23314148PENGEMBANGAN MEDIA BUSY BOOK UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG SISWA KELAS II DI SD KARTIKA II-5 BANDAR LAMPUNG
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1007
<p><em>The problems in this research are 1) Students lack focus, play too much, and are not interested in learning 2) numeracy skills are still lacking 3) the use of learning media is monotonous, less creative and innovative. This research aims to develop busy book media to improve the numeracy skills of class II students at SD Kartika II-5 Bandar Lapung. The research method used is ADDIE which consists of Analysis, Design, Development, Implementation and Evaluation. Product validation was completed by a material expert validator who stated that the busy book media product developed obtained a percentage result of 100% with the interpretation criteria "Very Eligible", and the media expert validation results stated that the busy book media product developed obtained a percentage of 90% with "Very Eligible" interpretation criteria. Meanwhile, the assessment results of educator respondents obtained a percentage score of 96% with the interpretation criteria "Very Interesting" and student respondents in the small group trial obtained a percentage score of 100%, with the interpretation criteria "Very Interesting" and in the Field Trial obtained a percentage score of 100% with the interpretation criteria "Very Interesting" Development of busy books to improve the numeracy skills of class II students at SD Kartika II-5 Bandar Lampung ADDIE Research Method, it can be concluded that the use of busy book media is very feasible and effective as a learning medium.</em></p>Ni Wayan Karina Wina SariBuang SaryantonoYulita Dwi Lestari
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2024-06-232024-06-23314956PENGEMBANGAN LKPD BERBASIS CERITA BERGAMBAR PADA MATERI GOTONG ROYONG PADA SISWA KELAS IV SDN 01 PENAWAR JAYA TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1008
<p><em>The problems in this research are 1) lack of varied teaching materials, 2) students' immaturity in understanding the material, 3) students' lack of criticality in thinking comprehensively and 4) learning involves teachers more than students. The aim of this research is to determine the level of feasibility, practicality and effectiveness of illustrated story-based LKPD on mutual cooperation material. This type of research is research and development that adopts the development of ADDIE (Analysis, Design, Development, Implementation and Evaluation). The instruments used are expert validation sheets, questionnaire sheets and test sheets. The results of the research show that the use of illustrated story-based LKPD has a very high level of validation as seen in the following results: 1) language expert validation obtained an average score of 4.4 categorized (very valid), 2) material expert validation obtained an average score of 4 .3 recommended (very valid) and 3) media expert validation obtained an average score of 4.1 recommended (valid). In the practicality test, it was obtained from 1) teacher responses obtained an average score of 4.4 in the (very practical) category while 2) student responses obtained an average score of 4.0 in the (practical) category. Furthermore, the effectiveness of using illustrated story-based LKPD in mutual cooperation material showed very good results by achieving a completion percentage of 85%. This shows that the LKPD based on illustrated stories on mutual cooperation material is declared effective. Based on this explanation, it can be concluded that the development of picture story-based LKPD has very high feasibility, practicality and effectiveness in PPKn learning on mutual cooperation material.</em></p>Nerisha AmandaAkhmad SutiyonoTry Indiastuti Kurniasih
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2024-06-232024-06-23315766PENINGKATAN HASIL BELAJAR IPS MENGGUNAKAN MODEL PEMBELAJARAN ROLE PLAYING BERBANTU MEDIA GAMBAR PADA SISWA KELAS 4 SDN KUALA SEKAMPUNG
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1009
<p><em>The problems in this research are 1) many students are less motivated to learn social studies, 2) the learning process is not student-centered and lacks variety, 3) most students also experience difficulties in understanding social studies material, 4) the use of image media in presenting the material is rare. social studies and 5) social studies learning outcomes are still low. To overcome this problem, an effort was made to apply a role playing type cooperative learning model assisted by image media. The aim of this research is to improve social studies learning outcomes through a role playing type cooperative learning model assisted by image media for grade 4 students at SDN Kuala Sekampung. This type of research is Classroom Action Research (PTK) with a cycle model that is carried out repeatedly and continuously consisting of planning, implementation, observation and reflection carried out collaboratively between researchers and teachers. The subjects in this research were 26 students in class 4A at SDN Kuala Sekampung. Data collection techniques use observation sheets and learning outcomes tests. Completeness of learning outcomes in this research reached 80% of the total number of students. Based on the results of research conducted on student activities in cycle I, it showed that the percentage was 69.23% which was included in the sufficient category and in cycle II there was an increase with a percentage of 85.18% in the very good category. This research also shows an increase in students' social studies learning outcomes. The increase in student learning outcomes can be seen from the increase in the completeness value of student learning outcomes. In cycle I, learning completeness was achieved at 65.38% or 17 students had reached the predetermined KKM of 70, and in cycle II there was a significant increase in student learning outcomes by obtaining completeness at 88.46% with 23 students having achieved expected KKM value. Based on the results of this research, it was concluded that learning using the role playing learning model assisted by image media can improve student learning outcomes in class 4 Social Sciences (IPS) subjects at SDN Kuala Sekampung.</em></p>Melania RahayuWayan Satria JayaRidho Agung Juwantara
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2024-06-232024-06-23316774PENGEMBANGAN MEDIA PAKAPIN (PAPAN KANTONG PINTAR) MATA PEMBELAJARAN PKN KELAS 3 SD NEGERI 15 KRUI
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1010
<p><em>The problem that occurs is the low cognitive abilities or abilities of students in the thematic learning process, especially PKN content. This is due to the problems and obstacles faced by students during learning, such as teachers only focusing on existing textbooks and text materials. Facilities and infrastructure are inadequate, the use of learning media chosen by teachers is less developed and they are still accustomed to the lecture method in the process of learning activities even though they have used good teaching strategies. This research uses a type of development research (Research and Development) using the ADDIE model with five stages, namely analysis, design, development, implementation and evaluation. The research was carried out at SDN 15 KRUI. The data collection technique uses three instruments, namely Tests, Observation and Documentation. The data analysis technique uses tests and questionnaires for 3 validation experts, namely media experts, material experts and learning experts. This research aims to find out: (1) Development of PAKPIN media in class III PKN learning at SD N 15 KRUI, (2) Knowing the feasibility of PAKPIN Media and (3) Effectiveness of PAKPIN Media. The results of the research show that the media is suitable for use with the media validation test results getting a percentage of 89.7% with very feasible criteria, the material validation test results getting a percentage of 100% with very feasible criteria, the Learning Validation test with a percentage of 98.5% with very feasible criteria. and student test with N-Gain of 82.7% with the criteria Effective and suitable for use.</em></p>Muhamad Farrel PrayataWayan Satria JayaYulita Dwi Lestari
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2024-06-232024-06-23317586PENGEMBANGAN MODUL IPA BERBASIS LITERASI SAINS PADA MATERI GAYA DAN ENERGI UNTUK SISWA KELAS IV SD NEGERI 1 KALIAWI
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1012
<p><em>The issues in this exploration are 1) Limited teaching materials used by educators, 2) Lack of literacy among students, 3) The learning process is not centered on students, 4) There are no modules developed by educators in the classroom. This examination expects to foster a science module that can be utilized in the educational experience on power and energy material. The exploration completed is advancement research utilizing the ADDIE model which comprises of five phases, specifically Examination, Plan, Improvement, Execution and Assessment. The development of this module received an assessment from validators regarding feasibility, including: in validation, material specialists got an evaluation of 90% with extremely fitting rules, media specialists got an appraisal of 94% with exceptionally suitable standards, and language experts received an assessment of 84% with very appropriate criteria. The students' response to the module that had been developed in small groups received a score of 100% with very interesting criteria, while in the field trial they got a score of 98% with very interesting criteria. Meanwhile, the assessment of educators' responses regarding the module gotten an appraisal of 87% with exceptionally commonsense standards. In light of the consequences of the capability test questions, a score of 100 percent was gotten with extremely viable models. In this manner, it tends to be reasoned that the improvement of a Science Module In light of Logical Education on Power and Energy Material for Class IV Understudies at SD Negeri 1 Kaliawi is entirely doable, exceptionally fascinating, and really utilized as showing material in learning.</em></p>Cindy SintiariAty NurdianaYulita Dwi Lestari
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2024-06-232024-06-23318794PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT DALAM MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR PKN SISWA KELAS IV SDN 1 SIDOREJO LAMPUNG TIMUR TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1013
<p><em>The problem in this research is the low level of Civics activity and learning outcomes for class IV students at SDN 1 Sidorejo. Seeing this fact, efforts are being made to improve student activities and learning outcomes, one of which is by using a team games tournament type cooperative learning model. The aim of this research is to improve students' Civics activities and learning outcomes by implementing a team games tournament type cooperative learning model. This type of research is classroom action research which consists of two cycles where each cycle is carried out in three meetings. Research procedures include planning, implementation, observation and reflection. The subjects in this research were 28 class IVB students at SDN 1 Sidorejo. Completeness of learning outcomes in this research reached 80% of the total number of students. Based on the results of data analysis, it is known that after the team games tournament type cooperative learning model was implemented, student activity and student learning outcomes increased. This can be seen from the average percentage of student learning activities in cycle I of 60.71% and increasing in cycle II of 84.52%. This increase in activity also has an effect on student learning outcomes, this can be seen from the completeness of student learning outcomes in the pre-cycle of 50%, cycle I of 60.71% and cycle II of 85.71%. Based on the explanation above, it can be concluded that the application of the team games tournament type cooperative learning model can improve the activities and learning outcomes of PKN class IV students at SDN 1 Sidorejo East Lampung for the 2023/2024 academic year.</em></p>Kadek OkharaWayan Satria JayaTry Indiastuti Kurniasih
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2024-06-232024-06-233195104PENGARUH MODEL PEMBELAJARAN BRAINSTORMING TERHADAP HASIL BELAJAR IPS SISWA KELAS 4 SD KARTIKA II-5 (PERSIT) BANDAR LAMPUNG TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1014
<p><em>The main problems found in this research are 1) low social studies learning outcomes for grade 4 students, 2) learning still predominantly uses conventional learning, 3) social studies learning only focuses on working on questions from LKS or student handbooks and 4) the lack of students' role in learning, causing only a few students to be actively involved during the learning process. The solution to overcome the problem of students' social studies learning outcomes is by using the brainstorming learning model. This research aims to determine the effect of the brainstorming learning model on the social studies learning outcomes of grade 4 students at SD Kartika II-5 (Persit) Bandar Lampung. This type of research is This research is classified as true experimental design research, because in this design the researcher can control all external variables that influence the course of the experiment. The population in this study was all 4th grade students at SD Kartika II-5 (Persit) Bandar Lampung, totaling 54 students, the sample consisted of class 4A as the experimental class, totaling 27 people and 4B as the control class, totaling 27 people. The data analysis technique uses the normality test with the chi square test, the homogeneity test with the Fisher test. Followed by testing the hypothesis with the t-test. Based on the results of the analysis and discussion of the research data, the results of the hypothesis test were obtained with the results of the t test = 3.55 > ttab = 2.00, so that H0 was rejected, meaning Ha was accepted, so it can be concluded that there is an influence of the brainstorming learning model on the social studies learning outcomes of grade 4 elementary school students. Kartika II-5 (Persit) Bandar Lampung. Furthermore, the average social studies learning outcomes of students taught using the brainstorming learning model were higher (72.41) compared to students taught using conventional learning methods (61.11).</em></p>WulandariPutut Wisnu KurniawanYulita Dwi Lestari
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2024-06-232024-06-2331105112PENGARUH MODEL PEMBELAJARAN CREATIVE PROBLEM SOLVING TERHADAP HASIL BELAJAR IPAS SISWA KELAS 4 SD NEGERI 1 KALIAWI TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1015
<p><em>The aim of this research is to determine the influence of the creative problem solver learning model on the science and science learning outcomes of grade 4 students at SD Negeri 1 Kaliawi. The research method used is the true experimental design method, because this research design can control all external variables that influence the course of the experiment. The population in this study was all 4th grade students at SD Negeri 1 Kaliawi, totaling 58 students, the sample consisted of class 4A as the experimental class, totaling 29 people and 4B as the control class, totaling 29 people. The data analysis technique uses the normality test with the chi square test, the homogeneity test with the Fisher test. Followed by hypothesis testing with the t-test. Based on the results of the analysis and discussion of the research data, the results of the hypothesis test were obtained with test results t = 2.65 > t<sub>tab</sub> = 2.00, so that H0 was rejected, meaning Ha was accepted, so it can be concluded that there is an influence of the creative problem solver learning model on the science learning outcomes of class students. 4 SD Negeri 1 Kaliawi.</em></p>Nyoman Putri AndayaniYulia SiskaRidho Agung Juwantara
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2024-06-232024-06-2331113122PENGEMBANGAN MEDIA FLASHCARD MELALUI COMPLETE AND CONCEPT SENTENCE PADA MATERI KETERAMPILAN MENULIS UNTUK KELAS IV SDN 1 PAHOMAN
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1016
<p><em>This research was motivated by the lack of use of varied learning media and the lack of student interest in essay writing skills. The aim of this research is to produce a development product in the form of Flashcard learning media. There are several data collection techniques such as observation, interviews, questionnaires and documentation. This research uses the ADDIE model development method with the steps of analysis, design, development, implementation and evaluation. The research subjects were students of class IV A at SDN 1 Pahoman, using a small group scale attended by 5 people and a large group scale attended by 23 people. As a result of validation by material experts, language experts and media experts, the product developed in the form of flashcard learning media received a percentage score from material experts of 92.5%, language experts 100% and media experts 95%. These three results are included in the "Very Feasible" interpretation criteria for field testing. The results of the small group trial obtained an average score of 83.5% in the "Very Interesting" category, while in the large group trial the score was 88% which was included in the "Very Interesting" category and the educators' response to the development of Flashcard media obtained a percentage of 83. % is included in the "Very Interesting" category as learning media in grade IV elementary school.</em></p>Vini TrisyaAndri WicaksonoM. Yanuardi Zain
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2024-06-232024-06-2331123130PENGGUNAAN MODEL PEMBELAJARAN COURSE REVIEW HORAY BERBANTU MEDIA KARTU PINTAR DALAM MENINGKATKAN HASIL BELAJAR IPS MATERI JENIS-JENIS USAHA DAN KEGIATAN EKONOMI MASYARAKAT PADA SISWA KELAS 5 SDN 2 RAWA LAUT TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1017
<p><em>The problems in this research are 1) the low percentage of completion of social studies learning outcomes for class 5D students, 2) students are lazy about repeating at home what the teacher has conveyed, 3) students' lack of ability to master social studies subject matter and 4) lack of use of learning media as a tool. help in explaining IPS material. The aim of this research is to improve social studies learning outcomes through the horay course review learning model assisted by smart cards for grade 5 students at SDN 2 Rawa Laut. The method in this research uses Classroom Action Research (PTK). Research procedures include planning, implementation, observation and reflection. Data collection techniques use observation sheets and learning outcomes test questions. The indicator of learning outcomes in this research is achieving a percentage gain of 80% of the total number of students who obtained scores above the KKM. Based on the research results, after implementing the course review horay learning model assisted by smart card media, student activity and student learning outcomes increased. This can be seen from the percentage of student learning activities in cycle I of 66.67% and increasing in cycle II of 88.33%. Apart from that, student learning outcomes also increased, this can be seen from the completeness of student learning outcomes in cycle I of 73.91% and cycle II of 86.96%. Based on the results of this research, it can be concluded that the use of the horay course review learning model assisted by smart card media can improve social studies learning outcomes for grade 5 students at SDN 2 Rawa Laut for the 2023/2024 academic year.</em></p>Risya Amanda PutriNurdin HidayatRidho Agung Juwantara
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2024-06-232024-06-2331131140PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI PADA MATA PELAJARAN MATEMATIKA UNTUK SISWA KELAS IV DI SD KARTIKA II-5 BANDAR LAMPUNG TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1018
<p><em>This research is motivated by the low value of mathematics, students consider learning mathematics to be a subject that is difficult to understand and boring, students are not interested in learning mathematics, the use of media is not yet varied, the use of technology is not optimal. This research aims to develop educational game-based learning media that can be used in the learning process in mathematics subjects. The research method used is R&D (research and development) and through the ADDIE development procedure which consists of Analysis, Design, Development, Implementation and Evaluation. Product validation was completed by a material expert validator who stated that the educational game-based learning media product developed obtained a percentage result of 90% with the interpretation criteria "Very Eligible", Then the media expert validation results stated that the developed educational game-based learning media product obtained a percentage amounting to 90% with the interpretation criteria "Very Appropriate", and the results of validation by linguists obtained a percentage value of 84% with the interpretation criteria "Very Appropriate". Meanwhile, the results of the assessment by educator respondents obtained a percentage score of 90% with the interpretation criteria "Very Interesting" and student respondents in the small group trial obtained a percentage score of 85%, with the interpretation criteria "Very Interesting" and in the Field Trial obtained a percentage score of 90% with the interpretation criteria "Very Interesting". Development of educational game-based learning media for fourth grade students at Kartika II-5 Elementary School in Bandar Lampung using the Research and Development (R&D) research method. It can be concluded that the use of educational game-based learning media in mathematics subjects is very feasible and effective as a learning medium.</em></p>Mawarti Yudo Miranti Buang SaryantonoRistika
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2024-06-232024-06-2331141152PENGEMBANGAN MEDIA PEMBELAJARAN DAKONMATIKA PADA MATERI KELIPATAN PERSEKUTUAN TERKECIL DAN FAKTOR PERSEKUTUAN TERBESAR KELAS IV DI SD KARTIKA II-5 BANDAR LAMPUNG TAHUN PELAJARAN 2023/ 2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1019
<p><em>This research is research into the development of learning media. The aim of this research is to determine the feasibility of validators, educators and the response of educators to Dakonmatika learning media in the materials of Least Common Multiple (KPK) and Greatest Common Factor (FPB) class IV at SD Kartika II-5 Bandar Lampung. The type of research used by researchers is Research and Development (R&D). This research uses the ADDIE model which consists of 5 stages, namely: Analysis, Design, Development, Implementation and Evaluation. The research subjects were class IV students for the 2023/2024 academic year, totaling 25 students. The data collection techniques used were interviews, questionnaires and documentation. Validation of the development of dakonmatics learning media involves 3 validators, namely: material experts, language experts, and media experts. Based on the three validators, Dakonmatika media is worthy of being developed for validation by material experts with a percentage result of 100% "Very Eligible", validation results from language experts with a percentage result of 79.16% "Eligible" and media experts with a percentage result of 95.83% "Very Eligible" . This means that Dakonmatika media is suitable to be tested on students. Based on the results of the responses from educators and students, dakonmatics learning media is suitable for use with results from learning expert validation with a percentage result of 91.6% "Very Pratical", small group trials with a percentage result of 88% "Very Interesting" and large group trial results with the percentage result is 92% "Very Interesting". This means that Dakonmatika media is suitable for use in mathematics learning, especially class IV KPK and FPB material.</em></p>Neviana NurmadaniJoko Sutrisno ABRistika
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2024-06-232024-06-2331153162PENGEMBANGAN MEDIA LACI CONGKLAK PADA MATERI KEBHINEKAAN UNTUK SISWA KELAS IV DI SDN 1 PINANG JAYA
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1020
<p><em>This research aims to produce a product in the form of Laci Congklak learning media on diversity material for class IV students at SDN 1 Pinang Jaya. This research was carried out because of the lack of PKN learning media, especially diversity material. This development research uses the ADDIE development model with five stages consisting of analysis, design, development, implementation and evaluation stages. The data collection techniques used in this research are interviews, observation, questionnaires, documentation and tests. Based on the research results, it was found that media validation was 97.5% with the criteria "Very Eligible". The material validation result is 90% with the criteria "Very Eligible". The language validation result is 85% with the criteria "Very Eligible". The results of the field trials produced an average of 100% with the interpretation criteria "Very Interesting". The teacher's response results obtained an average of 100% with the interpretation criteria "Very Interesting". The results of the effectiveness test obtained an average completeness result of 87.5 with a total of 100% completeness, which can be concluded that the Laci Congklak media has proven to be effective in learning diversity material for class IV elementary school. The Laci Congklak media product developed has very interesting criteria for use as learning media that can help in the learning process. Laci Congklak media can also make learning more varied and fun in the diversity material for grade IV elementary school.</em></p>Wulan Utia NadillahPutut Wisnu KurniawanDeri Ciciria
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2024-06-232024-06-2331163170PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERBASIS PROBLEM BASED LEARNING PADA MATERI PANCAINDRA KELAS IV DI SD NEGERI 2 BANDAR LAMPUNG TAHUN PELAJARAN 2023/ 2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1021
<p><em>This research aims to Develop a Student Worksheets (LKPD) based on Problem Based Learning for science subjects on five senses materials. This research was carried out using ADDIE ( Analysis, Design, Development, Implementation, and Evaluation) to evaluate the Elegibility, Electivity, and attractiveness of the student worksheets at SDN 2 Rawa Laut Bandar Lampung. The Elegibility test was performed by 3 experts validation in the field of learning materials, learning aids design and linguistic. The results obtaind percentage above 81% from all experts, which means the sudent worksheets is “Eligible”. The efectivity test was evaluated by students learning outcomes after using the worksheets in class and the result is “Very Good”. The effectivetiess test was analyzed by question for teachers and students after using the worksheets in class. The result showed that the worksheets was”Very Effective and Interesting”.</em></p>Richa Widiya AbadiAndri WicaksonoConnyta Elvadola
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2024-06-232024-06-2331171182PENGEMBANGAN MEDIA KONTEKSTUAL PAPEDA (PAPAN PETA BUDAYA) PADA MATERI IPS KELAS V DI SDN 1 WATES SELATAN
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1022
<p>This research was motivated by students not focusing on learning social studies, often wondering and playing with their classmates while learning was taking place and the quantity of learning media, especially social studies subjects, was lacking, so learning was less interesting<em>.</em> The aim of this research is to develop the PAPEDA (Cultural Map Board) learning media to determine the feasibility of validators, student responses, and educators' responses to the PAPEDA (Cultural Map Board) learning media for class V at SDN 1 Wates Selatan. This research refers to the ADDIE development model, which uses 5 steps in research, namely: 1) Analysis 2) Design 3) Development 4) Implementation 5) Evaluation. Data collection techniques are questionnaires, interviews, observation and documentation to determine the feasibility of PAPEDA (Cultural Map Board), responses from students and educators. The results of the research developed obtained learning media in the form of PAPEDA (Cultural Map Board) in social studies subjects with a percentage of expert eligibility. media 96%, material experts 86%, and language experts 86% with the criteria "very appropriate". The percentage of students' responses to the product in small-scale trials was 94% with the criteria "very interesting" and in large-scale trials 95% with the category "very interesting". Educator responses were 97% with the criteria "very interesting".</p>Nazla Silla FauziahWayan Satria Jaya Yulia Siska
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2024-06-232024-06-2331183188PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERBASIS PROBLEM BASED LEARNING PADA MATERI BILANGAN PECAHAN UNTUK SISWA KELAS IV SD NEGERI 2 RAWA LAUT
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1023
<p><em>This study aims to develop teaching materials in the form of Student Worksheets (LKPD) based on Problem Based Learning (PBL) on the material of fractional numbers for fourth graders of SDN 2 Rawa Laut. The type of research is research and development (R&D) using the ADDIE model which has five stages, namely: analysis, design, development, implementation, and evaluation. Based on the results of the study, the Student Worksheets (LKPD) that were developed had a material expert validity score of 100% after going through the revision stage and included in the very feasible criteria, 90% design experts with very feasible criteria, and 87% language experts with very feasible criteria. The validation results from the three experts show that the Problem Based Learning-based mathematics LKPD obtained a very feasible criteria. The response of students and teachers to the use of LKPD in learning obtained an assessment result of 91% and 97% or very interesting. From the effectiveness of using LKPD in learning, it is known that the completeness of mathematics learning outcomes reaches 83%. It can be said that the use of Problem Based Learning-based mathematics LKPD is effective in learning.</em></p>Siti Aisyah Joko Sutrisno ABYulita Dwi Lestari
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2024-06-232024-06-2331189198PENGGUNAAN VIDEO PEMBELAJARAN MELALUI APLIKASI YOUTUBE MATERI MEMBANGUN JATI DIRI DALAM KEBHINEKAAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA SDN 45 GEDONG TATAAN
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1024
<p><em>This research was motivated by the low learning outcomes in Civics lesson content for class IV students at SD Negeri 45 Gedong Tataan. The aim of this research is to analyze the improvement in PPKn learning outcomes of students using learning videos and describe the use of learning videos in improving the PPKn learning outcomes of class IV students at SD Negeri Negri 45 Gedong Tataan. This type of research is classroom action research (Classroom Action Research) which consists of four stages, namely planning, action, observation and reflection. The subjects in this research were 29 class IV students at SD N 45 Gedong Tataan. The results of the research show that there is an increase in PPKn class IV learning outcomes at SD Negeri 45 Gedong Tataan using learning videos or audio-visual media. The average learning outcome at the pre-cycle stage is 52.75 with classical completeness of 31,03% in the very low category. Then in learning in cycle I there was an increase in the average learning outcomes of students to 66.55 with classical completeness of 55.17% in the medium category. In cycle II, the average learning outcomes of students increased to 79.14 with 86.20% classical completeness in the very high category. This proves that the use of learning videos can improve PPKn learning outcomes for class IV students at SD Negeri 45 Gedong Tataan for the 2023/2024 academic years.</em></p>Ade Lia FadilahWayan Satria JayaTry Indiastuti Kurniasih
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2024-06-232024-06-2331199206PENGEMBANGAN MEDIA LAP BOOK “PERANA” (PETA FLORA DAN FAUNA) PADA MATA PELAJARAN IPS SISWA KELAS V SD NEGERI 28 GEDONG TATAAN TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1025
<p><em>This research is motivated by the problem that existing learning is less varied and also students' interest and motivation in learning is low and this results in low learning outcomes. Because it requires strategies and interesting teaching methods so that students can understand well the material being studied in an interesting way so that they remember and gain optimal understanding regarding the material. This research uses the R&D (Research and Development) method and researchers use ADDIE as a research model. This model has 5 stages that must be carried out in order to achieve a successful media development product, including: (1) Analysis, (2) Design, (3) Development, (4) Implementation ), and (5) Evaluation. Researchers developed a Learning Media product, Lap Book, Flora and Fauna Maps for Social Sciences Subjects for fifth grade students at SD Negeri 28 Gedong Tataan. From the results of the research that the researchers have carried out, validation results were obtained from 3 validators, each of whom is a validation media expert, material expert and language expert. For the media expert assessment, a score of 100% was obtained, which is included in the "very feasible" category for field testing, then the score obtained from the material expert validator was 75%, where the score was included in the "Fine" category, the final assessment was carried out by the language expert validator, the validator gave a score for the language used in this learning media of 82.5%, which is a score that falls into the "Very Eligible" category for testing. Furthermore, for the results of the field trials themselves, the following scores were obtained. For the educators' responses, a score of 89% was obtained in the "Very Appropriate" category, then the score obtained from the results of the small group trials was 93%, this score was included in the "Very Interesting" category. Finally, the results of the field test for the media that the researchers developed obtained a score of 90.9%, which is also included in the "Very Interesting" category. Based on the results of obtaining scores from the three validators and also obtaining scores from the results of field trials obtained by this Lap Book media, it can be concluded that this media is very feasible and effective to use as a learning media in the learning process carried out, besides that this Lap Book media also makes students interested and enthusiastic in the learning process.</em></p>Adinda SariAmbyah HarjantoYulita Dwi Lestari
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2024-06-232024-06-2331207214UPAYA MENINGKATKAN HASIL BELAJAR IPS MELALUI MODEL PEMBELAJARAN COOPERATIVE SCRIPT PADA SISWA KELAS 5 SDN 1 KARANG AGUNG TANGGAMUS TAHUN PELAJARAN 2023/2024
http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1026
<p><em>The problems in this research are 1) low learning outcomes, 2) many students do not read and summarize the material, 3) most students are passive and 4) students' courage to express ideas in group discussions is still lacking. This research aims to determine the improvement in social studies learning outcomes through the cooperative script learning model for grade 5 students at SDN 1 Karang Agung Tanggamus. This type of research is classroom action research in which there are two cycles. Each cycle consists of planning, implementation, observation and reflection. The subjects in this research were 14 grade 5 students at SDN 1 Karang Agung Tanggamus. Data collection techniques in this research are in the form of observation sheets, test questions and documentation. Based on the results of this research, it shows that there is an increase in the activities and learning outcomes of social studies for grade 5 students at SDN 1 Karang Agung Tanggamus, this can be seen from the increase in 1) student learning activities in cycle I by 62.5%, while in cycle II there was an increase of 85% where the increase was 22.5% and 2) student learning outcomes in cycle I was 71.43% and then increased in cycle II by 85.71% where the increase was 14.28%. Based on the results of this research, it can be concluded that learning by applying the cooperative script learning model can improve social studies learning outcomes for grade 5 students at SDN 1 Karang Agung Tanggamus.</em></p>LeniWayan Satria JayaPutut Wisnu Kurniawan
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2024-06-232024-06-2331215222