https://eskripsi.stkippgribl.ac.id/index.php/pgsd/issue/feedCERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar2025-05-02T06:33:56+00:00Open Journal Systems<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>https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1058PENGEMBANGAN MEDIA INTERAKTIF MATERI BANGUN RUANG PADA SISWA KELAS V DI SD NEGERI 4 GEDONG AIR TAHUN PELAJARAN 2023/20242025-04-29T03:05:56+00:00Maria Yesika Putrimariayesikaputri05@gmail.comAty Nurdianaaty_nurdiana@stkippgribl.ac.idRistikaristika_efendi@yahoo.co.id<p><em>This research examines the development of interactive media which is motivated by the limited use of learning media for class V at SD Negeri 4 Gedong Air. The aim of this research is to overcome the limitations that exist in the learning process, namely the lack of learning media by looking at the feasibility, attractiveness and effectiveness of interactive spatial media. The method used in this research is the R&D (Research and Development) method. This research involved validators, namely media experts, material experts, language experts, teachers and students. The validation results by media experts obtained an average score of 95% with the criteria "Very Eligible". The validation results by material experts obtained an average score of 100% with the criteria "Very Eligible". The validation results by language experts obtained an average score of 85% with the criteria "Very Eligible". The results of the teacher respondents received an average score of 87.50% with the criteria "Very Interesting". The results of student respondents obtained an average score of 94% with the criteria "Very Interesting". The results of the product effectiveness test obtained a completeness percentage reaching 89% with an average score of 87,2 for the "Complete" criteria. Based on the results of validation, effectiveness tests, and also respondents, it can be concluded that the development of interactive spatial building media is very suitable for use as supporting media in the learning process of spatial building material for mathematics subjects in class V.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1059UPAYA MENINGKATKAN HASIL BELAJAR PKN MELALUI MODEL PEMBELAJARAN PROBING PROMPTING PADA SISWA KELAS 5 SDN 28 GEDONG 2025-04-29T04:30:29+00:00Vani Adi Prayogivaniadiprayogi@gmail.comAmbyah Harjantocambyasoul@gmail.comRidho Agung Juwantararidhoaj57@gmail.com<p><em>The problems in this research are: 1) PKN learning outcomes for grade 5 students at SDN 28 Gedong Tataan are still low, 2) lack of mastery and understanding of students in understanding PKN material, 3) PKN learning still predominantly uses conventional learning, 4) discussion learning often goes poorly maximum and 5) students' speaking ability is less than optimal. The aim of this research is to improve PKN learning activities and outcomes using the probing prompting learning model for grade 5 students at SDN 28 Gedong Tataan. The method in this research uses Classroom Action Research (PTK). The subjects in this research were 25 grade 5 students at SDN 28 Gedong Tataan. Data collection techniques in this research include observation, tests and documentation. The results of this classroom action research are 1) student activity in the pre-cycle, the average percentage of student learning activity was 39.20%, in cycle I the percentage of student activity in the learning process using the probing prompting learning model increased by 64.47% and in In cycle II, the percentage of student activity again increased to 81.20%. 2) pre-cycle student learning outcomes, the average score obtained was 68.40 with the complete learning outcomes achieved at this stage being 52%. Meanwhile in cycle I the average score obtained was 72.90 with the complete learning outcomes achieved at this stage being 64%. Then it increased to a maximum in cycle II, the average score obtained was 78 with the completeness of learning outcomes achieved at this stage amounting to 88%. Based on the results of this research, it can be concluded that the use of the probing prompting learning model can improve the PKN learning outcomes of grade 5 students at SDN 28 Gedong Tataan for the 2023/2024 academic year.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1060PENGEMBANGAN MEDIA FLASH CARD UNTUK MENINGKATKAN HASIL BELAJAR MATERI IPA TENTANG PERNAPASAN PADA MANUSIA SISWA KELAS V DI SD NEGERI 2 BUMIWARAS TAHUN AJARAN 2023/20242025-04-29T04:37:30+00:00Nova Apriyaninovaapriyani6@gmail.comJoko Sutrisno ABjokosutrisnoab@gmail.comConnyta Elvadolaconnytaelva@gmail.com<p><em>This research is motivated by the fact that Civics learning has not been optimal in using learning media. It was found that teacher had not used media or still use the media available at school, for example, the books available At school, the pictures in the handbook are small and colorful which is less interesting so that students are less motivated to participate in learning. Learning strategies used by teachers is less varied or not yet varied, the media used not interesting so it does not create learning motivation for students, abilities Teachers in using media are not maximal in creating an atmosphere fun so it can't attract students' interest and the media is limited learning that is used during the learning process so that it makes students less active in learning From existing problems, it is necessary Flash Card media was developed which can make things easier for teachers convey learning material and students can be more active in it learning process This research is research and development (R&D) which used the ADDIE model in its development. This research was carried out to determine the feasibility and practicality of products developed Based on The research results obtained that material validation was 92.59% with Very Eligible criteria The media validation result was 97.5% with the criteria of Very Eligible for small group testing produced an average score of 86% with the criteria "Very Interesting Field trials obtained an average score of 95% with the criteria "Very Interesting Response Results educators obtained an average result of 90% with the Flash Media "Very Interesting" language Cards can be used as additional teaching materials by educators in the proces, and can be distributed to class V students</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1061PENGEMBANGAN MEDIA KUIT (KUIS INTERAKTIF GIMKIT) PADA MATA PELAJARAN IPAS KELAS IV SD NEGERI 17 TUMIJAJAR TAHUN PELAJARAN 2023/20242025-04-30T02:19:55+00:00Bagas Agusta Jayabgsagusta@gmail.comAmbyah Harjantocambyasoul@gmail.comConnyta Elvadolaconnytaelva@gmail.com<p><em>This research is motivated by the fact that science learning has not been optimal in using learning media. educators still use conventional media or there is no interactive media based on games or games, the learning strategies used by educators are less varied or not yet varied, interactive media has not been used, especially in working on questions and taking assessments, so it creates less learning motivation for students. , the ability of educators to utilize media has not been maximized to create a pleasant atmosphere so that it has not been able to attract students' interest and the limited learning media used during the learning process has not been effective, making students less active in learning, especially in the process of working on questions and taking grades. Based on the existing problems, it is necessary to develop KUIT (Gimkit Interactive Quiz) media which can make it easier for educators to convey learning material, especially for working on questions and taking grades so that students can be more active in the learning process. This research is research and development (R&D) which uses the ADDIE model in its development. This research was conducted to determine the feasibility and practicality of the product being developed. Based on the research results, the validation of the material was 90% with the criteria "Very Eligible". The media validation result was 92% with the criteria "Very Eligible". The effectiveness test obtained an average score of 100% so that the KUIT (Gimkit Interactive Quiz) media was declared very effective and the field trial obtained an average score of 94% with the criteria "Very Interesting". The results of the educators' responses obtained an average of 90% with the criteria "Very Interesting". The development of KUIT (Gimkit Interactive Quiz) media in Class IV Science Subjects at SD Negeri 17 Tumijajar for the 2023/2024 Academic Year using the research and development (R&D) research method, it can be concluded that the use of KUIT (Gimkit Interactive Quiz) media in Science AS Subjects is very feasible and effective to use as a learning medium.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1062PENGGUNAAN PEMBELAJARAN KOOPERATIF TIPE FISHBOWL DALAM MENINGKATKAN HASIL BELAJAR IPS PADA SISWA KELAS 5 SD KARTIKA II-5 BANDAR LAMPUNG TAHUN PELAJARAN 2023/20242025-04-30T02:28:56+00:00Dinda Marantikadindamarantika21@gmail.comAkhmad Sutiyonosutiyonolpg@yahoo.comAmbyah Harjantocambyasoul@gmail.com<p><em>The main problems in research are 1) low student learning outcomes, 2) the learning process tends to use the lecture method, and 3) discussion learning generally only produces active and intelligent students. This research aims to determine the improvement in social studies learning outcomes through fishbowl type cooperative learning in grade 5 students at SD Kartika II-5 Bandar Lampung. This research is Classroom Action Research (PTK) which consists of 4 stages, namely planning, implementation, observation and reflection. The research subjects were 22 VB class students. Data collection methods are carried out through observation, tests and documentation. The data analysis techniques used are quantitative analysis techniques and qualitative analysis techniques. Completeness of learning outcomes in this research is to achieve a learning percentage of 80% of the total number of students. The research results showed that 1) student activity had increased, in cycle I the percentage was 64.49% (fair) and increased in cycle II to 83.24% (good). 2) student learning outcomes have increased, where in cycle I the percentage obtained was 68.18% and in cycle II the percentage obtained was 86.36%. So it can be concluded that the use of fishbowl type cooperative learning can improve social studies learning outcomes for grade 5 students at SD Kartika II-5 Bandar Lampung for the 2023/2024 academic year.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1063UPAYA MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR PPKN MELALUI PENGGUNAAN STRATEGI PEMBELAJARAN THE POWER OF TWO BERBANTU MEDIA POSTER PADA SISWA KELAS 5 SDN 38 GEDONG TATAAN TAHUN PELAJARAN 2023/20242025-04-30T02:49:09+00:00Muhammad Sya Hafidzthekopindonesia2005@gmail.comAkhmad Sutiyonosutiyonolpg@yahoo.comTry Indiastuti Kurniasihtry_indias@yahoo.co.id<p><em>The problem in the research is related to the low levels of PPKn learning activities and learning outcomes for grade 5 students at SDN 38 Gedong Tataan. The aim of this research is to improve students' Civics activities and learning outcomes by implementing the power of two learning strategy assisted by poster media. This type of research is classroom action research (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 5th grade students at SDN 38 Gedong Tataan, totaling 26 students. 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 and data analysis, the following results were obtained, the average percentage of student learning activities in cycle I was 61.67% and increased in cycle II by 85%. Then there was also an increase in student learning outcomes, this can be seen from the completeness of student learning outcomes in the pre-cycle of 53.85%, cycle I of 65.38% and cycle II of 88.46%. Based on the explanation above, it can be concluded that the application of the power of two learning strategy assisted by poster media can improve the activities and learning outcomes of PPKn for grade 5 students at SDN 38 Gedong Tataan for the 2023/2024 academic year.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1064PENGEMBANGAN MEDIA PEMBELAJARAN SCRAPBOOK PADA MATA PELAJARAN IPAS MATERI KEBERAGAMAN BUDAYA LAMPUNG PADA PESERTA DIDIK KELAS IV DI SD NEGERI 2 KALISARI TAHUN AJARAN 2023/20242025-04-30T04:07:38+00:00Melin Reskitamelinreskita@gmail.comYulia Siskayuliasiska1985@gmail.comTry Indiastuti Kurniasihtry_indias@yahoo.co.id<p><em>This research aims to develop, test the feasibility, and responses of students and educators to scrapbook media on Lampung cultural diversity material. This research is motivated by the fact that the learning process in class only uses printed books and there is no learning media used in class in the form of scrapbook media based on local wisdom which focuses on material about Lampung's cultural diversity. This research uses the ADDIE model with five stages, namely (Analysis, Design, Development, Implementation and Evaluation). Material expert validation results obtained an average score of 81%, media expert validation results obtained an average score of 88%, and language expert validation results obtained an average score of 80%. Of the three expert validators, Scrapbook media is categorized as very feasible. Educator responses obtained an average score of 95%, and small group test students' responses obtained an average score of 82%, and large group trials obtained an average score of 85%. So the results of the scrapbook development in this research are categorized as very interesting. Developing scrapbook media on Lampung Cultural Diversity Material for Class IV Students at SD Negeri 2 Kalisari for the 2023/2024 Academic Year using the Research and Development (R&D) research method, it can be concluded that the use of scrapbook media on Lampung cultural diversity material is very feasible and effective to use as a learning medium.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1065PENGEMBANGAN MEDIA PEMBELAJARAN FUN THINKERS BOOK PADA MATERI KEBERAGAMAN KARAKTERISTIK INDIVIDU DI LINGKUNGAN SEKITAR KELAS 3 DI SD NEGERI 28 GEDONG TATAAN TAHUN PELAJARAN 2023/20242025-04-30T07:22:35+00:00Nurul Aini AgusvionaNurulviona0@gmail.comYulia Siskayuliasiska1985@gmail.comTry Indiastuti Kurniasihtry_indias@yahoo.co.id<p><em>This research aims to determine the feasibility of developing the Fun Thinkers Book Civics learning media and to describe the responses of educators and students in learning using the Fun Thinkers Book Civics learning media for class III students at SD N 28 Gedong Tataan. The sample in this study consisted of 16 students in class III elementary school. The instruments used are expert validation and questionnaires. Media Fun thinkers book is validated by material experts, media experts and language experts. Then the revised fun thinkers book was tested to determine the responses of educators and students. Material expert validation results obtained an average score of 82.5%, media expert validation results obtained an average score of 94.6%, and language expert validation results obtained an average score of 82.5%. Of the three expert validators, the Fun Thinkers Book Civics is categorized as "very feasible". Educator responses obtained an average score of 89% and students' responses in small group tests obtained an average score of 86%, and large group tests obtained an average score of 93%. So the results of the development of the Fun thinkers book in this research are categorized as "very interesting".</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1066PENGEMBANGAN MEDIA PEMBELAJARAN JAM SUDUT PADA MATERI PENGUKURAN SUDUT KELAS IV DI SD NEGERI 1 KALIAWI2025-04-30T08:28:12+00:00Dela Riyanti Teresa Harefa harefadela@gmail.comJoko Sutrisno ABjokosutrisnoab@gmail.comRistikaristika_efendi@yahoo.co.id<p><em>This research is research into the development of learning media. The aim of this research is to develop corner clock media in class IV corner clock material at SD Negeri 1 Kaliawi, and to determine the feasibility of the validator and responses or responses from students and educators to corner clock media in class IV corner material at SD Negeri 1 Kaliawi. The type of research used by researchers is research and development or what is called Research and Development (R&D). This research uses the ADDIE development model by Dicky & Carry. The development of the ADDIE model consists of 5 stages, namely Analysis, Design, Development, and Implementation and Evaluation. The research subjects were class IV students for the 2023/2024 academic year, totaling 24 students. The data collection techniques used were interviews, assessment questionnaires and evaluation. Validation of the development of learning media involves 2 validators, namely material experts and media experts, as well as educators and students as respondents. Based on the validation results of material experts and media experts, the development of this corner clock media is feasible to be developed with material expert validation results with a percentage result of 97.72% "Very Feasible" and media expert validation results with a percentage result of 94.11% "Very Feasible" . This means that this corner clock media is worthy of being tested in mathematics learning in class. Meanwhile, the results of educators' responses and trials with students, the development of this corner clock media is suitable for use with the results of learning expert validation with a percentage of 89% "Very Interesting", and the results of students' responses with results in small group trials with a percentage of 88% and in the large group trial received an 89% “Very Interesting” percentage. The evaluation results obtained a percentage of 87% "Very effective". This means that this angle clock media is suitable for use in mathematics learning, especially in class IV material on the perimeter and area of flat shapes.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1067UPAYA MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA PESERTA DIDIK KELAS II DENGAN MENGGUNAKAN METODE TOKEN ECONOMY DI SD KARTIKA II-5 BANDAR LAMPUNG2025-05-02T02:34:56+00:00Cindy Milantika Az-zahrahmilantikacindy354@gmail.comAmbyah Harjantocambyasoul@gmail.comM. Yanuardi Zainaditzain13@gmail.com<p><em>This research is motivated by the low results of students' Indonesian language learning, perhaps the influence of students' lack of interest in learning, student learning outcomes are still low due to lack of understanding in learning, lack of communication between teachers and students, and lack of interest of students in participating in Indonesian language learning activities due to the material. there are writing activities. This research uses classroom action research (CAR) which is carried out collaboratively, meaning that the researcher does not conduct the research alone, but collaborates with the teacher which consists of 4 stages, namely planning, implementation, observation and reflection. The subjects of this research were 23 students consisting of 10 men and 13 women. The data collection techniques used in this research are observation, tests and documentation. The results of the research show that there is an increase in Indonesian language learning outcomes regarding the diversity of objects based on their shapes and forms in class II C SD Kartika II-5 Bandar Lampung using the token economy method. The average learning outcome at the pre-cycle stage is 52 with a completion percentage of 52%, in the very low category. Then in learning in cycle I there was an increase in the average learning outcomes of students to 69 with a completion percentage of 60% in the good category. In cycle II, the average learning outcomes of students increased to 78 with a completion percentage of 86% in the very good category. This proves that the use of the token economy method can improve Indonesian language learning outcomes regarding the diversity of objects based on the shape and form of class II students at SD KARTIKA II-5 Bandar Lampung.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1068PENGEMBANGAN MEDIA PEMBELAJARAN POP-UP BOOK PADA MATERI PERUBAHAN WUJUD BENDA UNTUK SISWA KELAS III SD NEGERI 5 TELUK PANDAN 2025-05-02T02:48:00+00:00Ira Yuniarirayuniar24@gmail.comAty Nurdianaaty_nurdiana@stkippgribl.ac.idConnyta Elvadolaconnytaelva@gmail.com<p><em>The purpose of this research is to produce an educational media in the form of a Pop-Up Book for the material on changes in the state of matter. This research is a development research using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). Data collection techniques include interviews, observations, questionnaires, documentation, and tests.</em> <em>Expert validation of the material obtained an average score of 95%, language experts 82.5%, and media experts 92.5%, all of which were interpreted as “Very Worthy” for the trial. Teacher responses showed an average score of 95% and student responses 96.25%, which included the category “Very Interesting”. The Pop-Up Book media was implemented in class IIIA of SDN 5 Teluk Pandan and was declared effective with an average percentage of student evaluation completion reaching 95.45% and an average student score of 81.59. Thus, it can be concluded that the Pop-Up Book media for changes in the state of matter is very worthy and very interesting to be used in learning. This media effectively improves student understanding, as evidenced by the high average score of completion and positive responses from teachers and students.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1069PENGEMBANGAN MEDIA TEKA–TEKI SILANG PADA MATA PELAJARAN PKN KELAS V SDN 4 GEDONG AIR TAHUN AJARAN 2023/20242025-05-02T04:33:34+00:00Rizky Agung Ramadanirizkyramadanii714@gmail.comYulia Siskayuliasiska1985@gmail.comTry Indiastuti Kurniasihtry_indias@yahoo.co.id<p><em>This research is motivated by the fact that PKN learning has not been optimal in using learning media. Teachers still use conventional media or there is no game-based media. The learning strategies used by teachers are less innovative. The media used is less attractive so it does not attract students' attention and interest in learning, the teacher's ability to use media is less than optimal to create a pleasant atmosphere when learning activities take place, making students less active in learning activities. Based on existing problems, it is necessary to develop crossword puzzle media that can make it easier for teachers to convey learning material and make students active in learning activities. This research is research and development (R&D) which uses the ADDIE model in its development. This research was conducted to determine the feasibility of the product that has been developed. Based on the research results, material validation was obtained at 87.5% with the interpretation criteria "Very Appropriate". The media validation result is 100% with the criteria "Very Eligible". The small group test got an average score of 82.5% with the interpretation criteria "Very Interesting". The field group test obtained an average score of 89% with the interpretation criteria "Very Interesting". The results of the educators' responses obtained an average of 95% with the interpretation criteria of "Very Interesting". Crossword puzzle media can be used as additional learning media by educators in the process of learning activities to make them more innovative, and can be distributed to class V students.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025 https://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/1070PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) PADA MATERI BANGUN RUANG SISWA KELAS V SD NEGERI 2 SUSUNAN BARU BANDAR LAMPUNG TAHUN PELAJARAN 2023/20242025-05-02T06:33:56+00:00Maulidiamaulidia9706@gmail.comJoko Sutrisno ABjokosutrisnoab@gmail.comYulita Dwi Lestaridwilestariyulita@gmail.com<p><em>The purpose this development research is because student feel bored and fed up because educators only use printed books and have not used learning media. The methods used are still conventional so that students do not understand the material explained by educators. This research aims to develop Augmented Reality (AR) learning media. This research uses the R&D ( Research and Development) method and the ADDIE (Analysis, Design, Development, Implementation and Evaluation) development model. The data analysis techniques used are observation, questionnaires and documentation. Based on the result of the validity of the Expert scores were obtained, namely material expert 100% with the criteria “very feasible”, media expert 94% with the criteria “very feasible”, and language expert 88% with the criteria “very feasible”. Thus, the development of Augmented Reality (AR) learning media in Building Materials for V grade of SD Negeri 2 Susunan Baru can be concluded to be very feasible and interseting to use as a learning medium in the learning process.</em></p>2024-12-16T00:00:00+00:00Copyright (c) 2025