INVENTA: Jurnal Pendidikan Guru Sekolah Dasar
Jurnal Inventa is a peer-reviewed open scientific access, with e-ISSN: 2598-6244 and p-ISSN: 2622-819X. published by the Department of Teacher Education Elementary School, Universitas PGRI Adi Buana Surabaya, this journal publishes a scientific paper that discusses the results of research studies and literature reviews as well as the latest issues and trends that occur in the study of elementary school science. Jurnal Inventa is published twice a year, in March and September.
PENINGKATAN HASIL BELAJAR BAHASA INDONESIA MENGGUNAKAN MODEL INQUIRY BASED LEARNING (IBL) BERBASIS TPACK PADA SISWA KELAS V-B UPT SD NEGERI 05 PASAR MUARA LABUH
Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar Bahasa Indonesia siswa kelas V-B UPT SD Negeri 05 Pasar Muara Labuh. Rendahnya hasil belajar tersebut disebabkan oleh beberapa faktor. Salah satunya, yakni kurangnya motivasi siswa dalam belajar. Solusi dari pemecahan masalah tersebut adalah penggunaan model Inquiry Based Learning (IBL) Berbasis TPACK dalam proses pembelajaran Bahasa Indonesia. Tujuan dari penelitian ini untuk mendeskripsikan peningkatan proses pembelajaran dan hasil belajar Bahasa Indonesia siswa. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Subjek penelitian ini siswa kelas V-B UPT SD Negeri 05 Pasar Muara Labuh. Kecamatan Sungai Pagu Kabupaten Solok Selatan pada semester I tahun ajaran 2025/2026. Penelitian dilakukan selama kurang lebih satu bulan sebanyak dua siklus, masing-masing siklus terdiri dari dua pertemuan. Hasil penelitian siklus I persentase ketuntasan hasil belajar siswa, yaitu 75,86% meningkat pada siklus II menjadi 86,21%. Aktivitas guru persentase ketuntasan siklus I pertemuan 1, yaitu 82,22% meningkat pada pertemuan 2 menjadi 86,02%. Pada siklus II pertemuan 1 persentase 91,40% meningkat menjadi 95,83% pada siklus II pertemuan 2. Sedangkan aktivitas siswa persentase ketuntasan siklus I pertemuan 1, yaitu 78,89% meningkat pada pertemuan 2 menjadi 82,79%. Pada siklus II pertemuan 1 persentase 93,55% meningkat menjadi 96,87% pada siklus II pertemuan 2. Berdasarkan hasil penelitian tersebut dapat disimpulkan bahwa model Inquiry Based Learning (IBL) Berbasis TPACK dapat meningkatkan proses dan hasil belajar pembelajaran Bahasa Indonesia di kelas V-B UPT SD Negeri 05 Pasar Muara Labuh Kecamatan Sungai Pagu Kabupaten Solok Selatan.
Copyright (c) 2026 INVENTA: Jurnal Pendidikan Guru Sekolah Dasar http://creativecommons.org/licenses/by-sa/4.0
PENGEMBANGAN MEDIA DRY TEXT DIGITAL COMIC BERBASIS NEUROFEEDBACK UNTUK MENINGKATKAN FLEKSIBILITAS KOGNITIF DAN KETERAMPILAN MENGAMBIL PERSPEKTIF SISWA
Penelitian ini bertujuan untuk mengembangkan dan menguji media dry text digital comic berbasis neurofeedback guna meningkatkan fleksibilitas kognitif dan keterampilan mengambil perspektif siswa sekolah dasar. Latar belakang penelitian didasarkan pada rendahnya kemampuan fleksibilitas kognitif dan keterampilan mengambil perspektif siswa yang disebabkan oleh penggunaan media pembelajaran yang kurang inovatif dan interaktif. Penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) dengan tahapan perancangan, validasi, uji kepraktisan, dan uji efektivitas media. Media yang dikembangkan mengintegrasikan komik digital dengan prinsip neurofeedback melalui alur cerita dinamis, visual interaktif, musik adaptif, dan mini games yang dirancang untuk melatih fokus serta kemampuan berpikir dari berbagai sudut pandang. Hasil penelitian menunjukkan bahwa media dry text digital comic berbasis neurofeedback dinyatakan valid, praktis, dan efektif dalam meningkatkan fleksibilitas kognitif serta keterampilan mengambil perspektif siswa. Media ini diharapkan dapat menjadi alternatif media ajar interaktif yang mendukung peningkatan kualitas pembelajaran di sekolah dasar
PENGARUH PENGGUNAAN GAME EDUKATIF TERHADAP MINAT BELAJAR SISWA SD
Globalisasi menjadi faktor teknologi digital di masa kini semakin berkembang. Akibatnya banyak aspek terdampak, tak terkecuali dunia pendidikan, khususnya pada proses pembelajaran di Sekolah Dasar. Namun, di sisi lain, pembelajaran konvensional yang minim interaksi masih menjadi kendala dalam mempertahankan minat belajar siswa. Rendahnya ketertarikan siswa terhadap materi pelajaran dapat berdampak pada menurunnya keterlibatan aktif dan hasil belajar. Kondisi ini menuntut adanya inovasi media pembelajaran yang mampu menyesuaikan karakteristik peserta didik usia sekolah dasar. Studi literatur ini mengkaji fenomena penting dalam pendidikan dasar, yakni upaya meningkatkan minat belajar siswa SD melalui pemanfaatan game edukatif sebagai alternatif pembelajaran interaktif di tengah tantangan metode tradisional dan distraksi digital. Penelitian ini difokuskan pada analisis serta sintesis berbagai literatur ilmiah guna mengevaluasi efektivitas game edukatif dalam memicu minat belajar siswa di tingkat Sekolah Dasar (SD). Penggunaan pendekatan studi pustaka, data dikumpulkan dan dikaji secara mendalam dari sumber-sumber yang kredibel. Temuan studi menunjukkan bahwa integrasi game edukatif dalam pembelajaran memberikan dampak positif terhadap antusiasme siswa. Hal ini terjadi karena komponen permainan mampu membangun suasana belajar yang dinamis dan interaktif, yang pada akhirnya memperkuat motivasi intrinsik peserta didik. Guru diharapkan dapat terus mengintegrasikan teknologi ini secara strategis untuk memaksimalkan potensi game edukatif dalam mencapai hasil pembelajaran yang optimal.
Educational Games, Elementary School Students' Interest in Learning, Intrinsic Motivation, Learning Media Innovation
TRANSFORMASI PEMBELAJARAN PENDIDIKAN PANCASILA MENGGUNAKAN AUGMENTED REALITY BERBASIS VCT PADA SISWA SEKOLAH DASAR
Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir kritis peserta didik kelas II SD Negeri 1 Abang pada mata pelajaran Pendidikan Pancasila. Kondisi tersebut disebabkan oleh penggunaan media pembelajaran yang kurang interaktif dan penerapan model pembelajaran yang masih bersifat konvensional. Penelitian ini bertujuan untuk mengembangkan media pembelajaran augmented reality berbasis value clarification technique serta menguji kelayakan, kepraktisan, dan efektivitasnya dalam menstimulasi kemampuan berpikir kritis peserta didik. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan one group pretest-posttest design. Penelitian ini dikembangkan dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri atas 2 validator isi instrument, 2 ahli materi, 2 ahli media, 2 guru, 28 siswa kelas III dan 25 siswa kelas II SD Negeri 1 Abang. Pengumpulan data dilakukan melalui wawancara, angket, dan tes hasil belajar. Hasil penelitian menunjukkan bahwa media yang dikembangkan berada pada kategori sangat valid dengan perolehan 98,75% pada aspek materi dan 97,91% pada aspek media. Kepraktisan media dikatakan sangat praktis dengan perolehan 96,25% oleh siswa dan 95% oleh guru. Selain itu, hasil penerapan media menunjukkan adanya peningkatan kemampuan berpikir kritis peserta didik setelah pembelajaran menggunakan media augmented reality berbasis value clarification technique melalui uji t dengan perolean two-sided p <0.001. Dengan demikian, dapat disimpulkan bahwa media yang dikembangkan layak, praktis, dan efektif digunakan sebagai alternatif media pembelajaran untuk menstimulasi kemampuan berpikir kritis peserta didik pada mata pelajaran Pendidikan Pancasila di sekolah dasar.
HUBUNGAN KEPEMIMPINAN ASTA BRATA DAN BUDAYA SEKOLAH DENGAN KARAKTER SISWA SEKOLAH DASAR
Permasalahan karakter peserta didik menjadi isu penting dalam dunia pendidikan saat ini. Berbagai fenomena seperti rendahnya tanggung jawab belajar, kurangnya disiplin, menurunnya sikap sopan santun, serta meningkatnya perilaku kurang jujur menunjukkan adanya degradasi nilai karakter di lingkungan sekolah. Kondisi ini dipengaruhi oleh berbagai faktor; antara lain lingkungan keluarga, pengaruh media sosial, budaya sekolah, serta kurang optimalnya implementasi pendidikan karakter dalam proses pembelajaran. Penelitian ini bertujuan untuk menganalisis hubungan praktik kepemimpinan Asta Brata dan budaya sekolah terhadap karakter siswa sekolah dasar di Kecamatan Bangli, Kabupaten Bangli. Penelitian ini menggunakan pendekatan kuantitatif dengan rancangan ex post facto. Populasi pada penelitian ini ialah guru sekolah dasar se-Kecamatan Bangli, Kabupaten Bangli yang terdiri dari 32 sekolah dengan jumlah guru 300 orang. Teknik pengambilan sampel yang digunakan adalah simple random sampling. Data dikumpulkan melalui angket/kuesioner yang telah memenuhi uji validitas dan reliabilitas. Pengujian hipotesis dilakukan menggunakan uji korelasi Rank Spearman dengan taraf signifikan 0,05. Hasil penelitian menunjukkan bahwa: (1) praktik kepemimpinan Asta Brata memiliki hubungan positif dan signifikan terhadap karakter siswa dengan nilai Sig. (2-tailed) sebesar 0,000 < 0,05; (2) budaya sekolah memiliki hubungan yang positif dan signifikan terhadap Karakter siswa dengan nilai Sig. (2-tailed) sebesar 0,000 < 0,05. Temuan ini menunjukkan bahwa praktik kepemimpinan Asta Brata dan budaya sekolah berperan penting dalam pembentukan karakter siswa.
Ida Ayu Gede Widiadnyani Aproditha Mahadewi Mahadewi
THE INTEGRATION OF ETHNOMATHEMATICS IN ENHANCING NUMERACY LITERACY: A LITERATURE REVIEW
This study aims to analyze the integration of ethnomathematics in the development of numeracy literacy through a literature review. Numeracy literacy emphasizes the ability to understand and apply mathematical concepts in real-life contexts, while ethnomathematics utilizes local culture as a contextual and meaningful learning resource. This study employed a qualitative approach using a Systematic Literature Review (SLR) design. The data consisted of scientific articles published between 2020 and 2025 and obtained from academic databases such as Google Scholar, ERIC, and accredited national journals. Data analysis was conducted using content analysis techniques through the stages of data reduction, categorization, synthesis, and interpretation of research findings. The review of nine selected articles indicates that the integration of ethnomathematics in the form of modules, e-modules, assessments, and instructional models such as Realistic Mathematics Education (RME) and Indonesian Realistic Mathematics Education (PMRI) is valid, practical, and effective in improving numeracy literacy. This approach has been shown to enhance conceptual understanding, problem-solving skills, motivation, and student engagement in mathematics learning. However, its implementation still faces challenges, including limited teacher understanding and the lack of instructional resources based on local wisdom. Therefore, ethnomathematics has strong potential as a relevant pedagogical strategy to support the strengthening of numeracy literacy in the era of the Merdeka Curriculum.
ethnomathematics, numeracy literacy, contextual learning, local wisdom
PENERAPAN MODEL PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR IPA DI KELAS V SDN 2 SININDIAN
Penelitian ini dilakukan untuk meningkatkan prestasi belajar IPA siswa melalui penerapan Model Project Based Learning di kelas V SDN 2 Sinindian. Metode yang dipakai adalah Penelitian Tindakan Kelas (PTK) yang meliputi tahap perencanaan, pelaksanaan, pengamatan/observasi, serta refleksi. Penelitian tersebut berlangsung dalam dua siklus. Subjek penelitian merupakan siswa kelas V SDN 2 Sinindian, sebanyak 25 siswa, dengan rincian 9 laki-laki dan 16 perempuan. Data dikumpulkan melalui observasi dan tes. Analisis data digunakan untuk mengevaluasi apakah hasil belajar siswa memenuhi kriteria ketuntasan. Pada materi Perubahan Wujud Benda dalam pelajaran IPA, hasil yang diperoleh adalah 63% pada siklus I dan 91,84% pada siklus II. Terlihat adanya peningkatan signifikan dari siklus I ke siklus II. Oleh karena itu, dapat disimpulkan bahwa Model Pembelajaran Project Based Learning mampu meningkatkan hasil belajar siswa.
ANALYSIS OF IMMERSIVE LEARNING AS AN INNOVATION IN ISLAMIC RELIGIOUS EDUCATION (PAI) IN ELEMENTARY SCHOOLS
The teaching of Islamic Religious Education (PAI) in elementary schools is required to provide meaningful, contextual learning experiences that align with 21st-century learner needs. One emerging approach in educational innovation is immersive learning, which refers to learning experiences intentionally designed to place learners within realistic environments through digital technologies, simulations, project-based activities, or instructional strategies that engage emotions, senses, and active interaction. This study aims to analyze the implementation of Immersive Learning as an innovative approach in the teaching of PAI at the elementary school level. The method employed is a literature review with an analytical approach, involving research articles, educational practice documents, and relevant learning theories. The findings indicate that Immersive Learning holds significant potential to enhance the effectiveness of PAI instruction by offering learning experiences that are more interactive, contextual, and meaningful. However, its successful implementation requires adequate infrastructure, improved teacher competencies, and supportive policies to ensure optimal integration within the elementary education system.
Innovation, Immersive Learning, Islamic Education
Copyright (c) 2025 INVENTA: Jurnal Pendidikan Guru Sekolah Dasar http://creativecommons.org/licenses/by-sa/4.0
GUIDING DISCIPLINE WITH DIGITAL PRESENCE (CASE STUDY AT TAMAN KALIJAGA PERMAI ELEMENTARY SCHOOL, CIREBON CITY)
This study aims to explore how a digital attendance system can be utilized to foster discipline in elementary school students. Digital attendance is combined with deep learning principles to foster time awareness, responsibility, and self-reflection in students. The study was conducted at Taman Kalijaga Permai Elementary School in Cirebon City, using a descriptive qualitative approach. The results showed a decrease in tardiness, an increase in learning readiness, and the establishment of more open communication between students and teachers. By designing a reflective attendance system, teachers can strengthen their role as character mentors. These findings support the importance of contextually utilizing technology in shaping positive student behavior.. Abstract contains 150-350 words. The abstract is made in a clear and concise manner.
discipline, digital presence, in-depth learning, character education, elementary school
PENGEMBANGAN BLANDED LEARNING MATA KULIAH BILANGAN DAN PENGOLAHAN DATA UNTUK MAHASISWA PGSD
Applying science and technology in the lecture process can be done by applying blended learning, namely offline and online. Technology adaptation must be immediately familiarized for students and lecturers to optimize the effectiveness of lectures. This study describes the development of blended learning in number lectures and data processing and the feasibility of developing and knowing student responses after attending lectures. Development research using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. Design of lecture meetings with seven online and eight face-to-face meetings. Data were obtained from material and media validation instruments and student response questionnaires. The research subjects were 39 students of class D Class 2018. The percentage of the score analyzed the data obtained divided by the maximum score multiplied by 100%. The development of blended learning is arranged at LMS Unesa. Expert lecturers validate the materials and media in the LMS with the available position of lector and in charge of mathematics courses in the PGSD major. The results of the media validation test were 84%, and the material validation was 96%, with a very valid category. The student's questionnaire response was 95% in the very good category. The results of this development research were declared feasible with a few revisions and were effective for student lectures.
Copyright (c) 2019 INVENTA: Jurnal Pendidikan Guru Sekolah Dasar
UPAYA MENINGKATKAN KREATIVITAS SISWA MELALUI PENERAPAN TEKNIK GRAFFITO DALAM PEMBELAJARAN SENI RUPA DI SEKOLAH DASAR
This research aims to develop the creativity of elementary school students in drawing by applying graffito techniques in visual arts learning through the Project Based Learning (PjBL) model. The focus of this research is on the students' creativity in drawing, and the background of this study is the low creativity of students caused by ineffective teaching methods. The method used is classroom action research that goes through four stages: planning, implementation, observation, and reflection with the Kemmis and Taggart model. The subjects of the study consist of 18 students in the fourth grade at Pajagalan Public Elementary School. The creativity assessment uses performance assessment instruments, and data collection techniques are conducted through interviews, documentation, and observation. The results of the study show an increase in student creativity, where the percentage of students with improved creativity has increased. where pre-cycle 65 cycle 1 71, and in cycle 83 after two cycles of implementation. This finding proves that the graffito technique is effective in helping student creativity and contributes to the development of a more innovative and engaging visual arts learning method. The results of this research can serve as a guide for teachers in designing learning activities that support the development of students' creativity in elementary schools.
Kreativitas, Teknik Graffito Hasil Belajar
IMPLEMENTATION OF THE PROJECT BASED LEARNING (PJBL) LEARNING MODEL USING MOODLE “SMART CLASS MARSA” TO IMPROVE CRITICAL RATIONALE ABILITIES OF STUDENTS AT SDN MARGOREJO I/403 SURABAYA
This study aims to determine the improvement of student competencies, especially to improve critical thinking skills, broaden horizons, improve communication skills and help students understand and participate in a complex world. The Project Based Learning (PjBL) learning model is outlined in the Moodle “Smart Class Marsa” where all teachers can apply it in their respective classrooms. The study uses a quantitative method with a pretest-posttest approach, followed by observations and interviews. A total of 21 teachers participated as respondents, with an average pretest score of 70 and a posttest average score of 90, indicating an increase of 20 points. Based on the posttest results, 90% of respondents showed improved understanding of the material delivered through the “Smart Class Marsa” Moodle. In addition, this Moodle platform also facilitates collaboration among teachers and provides space for students and parents to actively participate in reflective discussions during the learning process. Parents can be involved in the assessment process and monitor their children's literacy development, as well as take part in evaluating the teaching and learning process in class. In the Moodle "Smart Class Marsa" we also get children used to carrying out the 7 Habits of Great Indonesian Children (Tukaibat) through daily habits which are outlined in the space in the Moodle "Smart Class Marsa", Through these 7 Habits of Great Indonesian Children, it is hoped that children can become agents who can teach their parents, peers and the people around them. Although there were some technical obstacles, the results of this study show that the use of the “Smart Class Marsa” Moodle with a Project Based Learning (PjBL) Model approach has a positive impact on improving critical reasoning skills in students at SDN Margorejo I/403 Surabaya. These findings are expected to encourage the use of similar technology in teacher professional development in the future.
THE EFFECTIVENESS OF USING INSTAGRAM AS A MEANS OF IMPROVING ELEMENTARY SCHOOL STUDENTS' ENGLISH SPEAKING SKILLS
One of the uses of social media devices, namely Instagram, is a popular medium used in the learning process. Instagram is useful for expressing various things that are personal or public by updating visual photo records for its users by sharing photos, videos, using hashtags, expanding the network of Instagram users they are interested in anytime and anywhere. The purpose of using the Instagram application is to improve oral English speaking skills. This study uses a quantitative approach with a One Group Pretest-Posttest design. The research subjects were 20 fifth-grade students at Yapita Elementary School, Surabaya. The data obtained were in the form of pretest and posttest test results before and after the application of learning media through the Instagram application. Based on the analysis of the study, the pretest results for English speaking skills were obtained 66.2. While the posttest results for English speaking skills were obtained 82.2. Furthermore, the tests (pretest and posttest) were tested for normalization, so that a significance value of 0.200 was obtained. This means that the data is categorized as normal distribution. Then continued with the Paired sample t-test technique with the help of the SPSS 26 application. The results obtained showed 0.000. So it can be concluded that the application of Instagram media has proven effective in improving students' speaking skills.
THE ROLE OF TEACHERS AND PARENTS IN OVERCOMING STUDENTS WHO HAVE DIFFICULTIES IN LEARNING TO READ
Early reading difficulties are a challenge in elementary school students' learning, impacting their academic achievement. This study aims to analyze the roles of teachers and parents in addressing students' reading difficulties, including supporting factors, barriers, and effective strategies. The research method used was qualitative with document analysis to understand the phenomenon in depth. The results show that reading difficulties are a challenge for students, influenced by various factors. Therefore, the role of teachers and parents is key in overcoming these difficulties, with various roles teachers can provide to students at school, and parents can provide various learning support at home. Supporting factors include school facilities, teacher guidance, and home tutoring from parents. Barriers include the time available for teachers and parents to provide special guidance and the child's level of intelligence, concentration, and activeness. Therefore, efforts that can be made include providing learning motivation and positive responses, using learning methods, providing reading learning facilities, providing additional lesson hours, instilling reading activities, learning support at home, and establishing a good relationship between teachers and parents.
EVALUASI PELATIHAN PENGASUHAN BERBASIS FITRAH DAN KOMUNIKASI EFEKTIF UNTUK MENGATASI PERUNDUNGAN DENGAN MENGGUNAKAN MODEL KIRKPATRICK
Perundungan (bullying) merupakan masalah serius yang berdampak negatif pada perkembangan psikososial anak. Pengasuhan yang tepat berbasis fitrah dan komunikasi efektif merupakan salah satu strategi preventif untuk mengatasi perundungan sejak dini. Penelitian ini mengevaluasi efektivitas pelatihan pengasuhan berbasis fitrah dan komunikasi efektif dalam upaya mengatasi perundungan menggunakan Model Evaluasi Kirkpatrick. Sampel penelitian terdiri dari 38 responden dari berbagai latar belakang profesi, mayoritas tenaga pendidik. Evaluasi meliputi reaksi, pembelajaran, perubahan perilaku, dan hasil nyata. Hasil menunjukkan peningkatan signifikan pemahaman peserta tentang pengasuhan dan komunikasi efektif, serta kesadaran tinggi terhadap bahaya perundungan. Temuan ini menegaskan pentingnya pelatihan sebagai upaya strategis pencegahan bullying melalui perbaikan pola asuh dan komunikasi dalam keluarga dan lingkungan pendidikan.
nature-based parenting, effective communication, bullying, Kirkpatrick Model, training evaluation
PENGEMBANGAN BAHAN AJAR FLIPBOOK BERBASIS CANVA PADA MATA PELAJARAN IPAS
Penelitian ini dilatarbelakangi oleh kebutuhan akan bahan ajar yang menarik dan interaktif dalam pembelajaran IPAS di SD, khususnya untuk meningkatkan pemahaman siswa kelas IV. Fokus penelitian ini adalah mengembangkan dan mengetahui kelayakan bahan ajar Flipbook berbasis Canva untuk mata pelajaran IPAS kelas IV di SD Negeri Mutihan Yogyakarta. Penelitian ini menggunakan metode Research and Development (R&D) dengan mengadaptasi model Borg & Gall yang dilaksanakan hingga tahap ke-6, yaitu: potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, dan uji coba produk. Teknik pengumpulan data mencakup observasi, wawancara, angket, dan dokumentasi, serta dianalisis secara deskriptif kualitatif dan kuantitatif. Uji coba produk dilakukan pada 10 siswa kelas IV pada semester genap tahun ajaran 2024/2025. Hasil penelitian menunjukkan bahwa bahan ajar Flipbook berbasis Canva dinilai sangat layak berdasarkan validasi ahli materi (92,5%), ahli media (91,6%), guru kelas IV (90,3%), serta respon siswa (86%). Dengan demikian, Flipbook berbasis Canva yang dikembangkan layak digunakan sebagai bahan ajar IPAS untuk mendukung pembelajaran yang lebih menarik dan interaktif di sekolah dasar.
PENERAPAN PEMBELAJARAN SENI BUDAYA MEMBATIK TERHADAP PEMBENTUKAN KARAKTERISTIK ANAK DALAM PERSPEKTIF GURU SEKOLAH DASAR
The aim of this study is to determine the extent to which the implementation of batik cultural arts education contributes to students' personality development from the perspective of elementary school teachers. Using a qualitative method with a descriptive approach, data were collected through source triangulation techniques and analyzed through data reduction, presentation, and conclusion drawing. Based on the research findings, batik art plays an important role in shaping students' personalities, including perseverance, creativity, responsibility, and love for local culture. The batik-making process requires the cultivation of technical skills and moral values such as attention to detail, perseverance, communication skills, and the ability to work collaboratively in groups. Batik cultural arts education also strengthens students' admiration and sense of responsibility for preserving the rich cultural heritage of Indonesia, particularly batik. The conclusion of this study highlights that batik art serves as an effective medium for character education, supporting students' emotional, social, and moral development while reinforcing the nation's cultural identity. By integrating Pancasila values into arts education, it is hoped that future generations will contribute to cultural preservation and national development.
IMPLEMENTASI PROYEK PRAKARYA WAYANG LIDI DAUR ULANG BERBASIS KEARIFAN LOKAL DALAM PEMBELAJARAN SENI BUDAYA SISWA KELAS IV SDI DARUL HIKMAH KRIAN
The purpose of this research was to implement a Wayang Lidi project based on local culture in arts and craft learning (SBdP) at SDI Darul Hikmah Krian, for 23 students in fourth grade. This research method used descriptive qualitative research which was carried out by formulating a problem that guides the research to explore the social situation comprehensively, and deeply. Researchers collected journal articles on the Google Scholar database using keywords, “implementation of Wayang Lidi; Arts and Culture Learning; Elementary School” with 15 articles. The research results showed that the implementation of a Wayang Lidi project based on the local culture not only involved their hand skills, but also integrated local culture in every process of making it and using it. Besides that, it also introduced students to local culture, instilled local culture value in every detail of making Wayang Lidi, and being able to recycle materials creatively and environmentally friendly. For that reason,Wayang Lidi project based on the local culture can be implemented in arts learning (SBdP).
INTEGRASI NILAI KARAKTER SENI TRADISIONAL TARI REMO DALAM KURIKULUM SEKOLAH DASAR: STUDI KUALITATIF DI WILAYAH SURABAYA
This research aims to describe the character values ​​contained in rRemo Dance which are integrated through Arts, Culture and Crafts (SBDP) learning at Katarina Elementary School, Surabaya. The research method employed was descriptive qualitative, utilizing observation as the data collection technique. The data sources for this study include the school principal, student affairs teachers, and students. The findings reveal the character values present in Remo Dance, which are integrated with SBDP subjects, including religion, discipline, friendly/communicative, and self-confidence. These values ​​are integrated through several practices in every Remo Dance practice.
OPTIMIZATION OF AFFECTIVE ASSESMENT IN LEARNING THE HISTORY OF ISLAMIC CULTURE
Educational assessment covers three main domains, namely cognitive, affective, and psychomotor, which are interrelated and inseparable. Affective assessment, which focuses on students' attitudes, interests, self-concepts, values, and morals, uses a Likert-based attitude scale method consisting of 22 questions. In learning Islamic Cultural History (ISH), the main challenge lies in students' understanding of the material and low interest in the subject. This study uses a qualitative approach with literature studies to explore the affective concept and the objectives of its assessment, as well as the importance of students' understanding of Islamic history and culture. Affective assessment aims to measure the development of students' attitudes and values, which are expected to support the success of the learning process and identify factors that influence learning, in accordance with the demands of the 2013 Curriculum. In learning Islamic Cultural History, there is often a view that this subject is considered less relevant and only focuses on cognitive aspects. Monotonous teaching methods and lack of creativity from teachers are obstacles in attracting students' interest. This study aims to find a solution by implementing affective assessment, which can help teachers understand students' psychological conditions and carry out appropriate interventions. By introducing affective values ​​such as honesty, integrity, and justice, educators can be more effective in supporting the development of students' character. Through an innovative approach to affective assessment, it is hoped that students can be inspired to emulate successful figures in Islamic history, and be able to connect learning with current social and cultural phenomena. The results of this study are expected to provide a significant contribution to the implementation of the Merdeka Curriculum and improve the quality of education in the field of Islamic Cultural History.
affective assessment, learning, history of Islamic culture
The Influence of The Matific Website on Understanding Concepts Fractions for Class V Students
This study ailms to determine the effect of the Matific website on students’ understanding of fraction concepts in mathematics at SDN Caringin Ngumbang during the first semester of the 2024/2025 academic year. The subjects of this study werw 30 fifth-grade students, selected using saturated sampling. The research method used was quasi experimental with a nonequivalent control group design, incorporating both test and non-test techniques. Data analysis was performed using IBM SPSS statistics 30, involving validity, reliability, homogeneity tests, and t-tests. The results of the independent samples t-test showed a significance value of 0,0005 < 0,05, indicating a significant difference between the experimental and control groups after the treatment. The paired samples t-test showed a larger improvement in the experimental group (40,533) compared to the control group (27,733). These findings indicate that the use of the Matific website has an impact on students’ understanding of fraction concepts.
Matific website, Concept Understanding, Fraction
THE APPLICATION OF E-CERGAM KEKALKU TO THE ABILITY TO UNDERSTAND THE CONCEPT OF IPAS GRADE 4 SD
Fourth grade students of SD 4 Honggosoco, have problems in their concept understanding ability. Evidenced the results of the initial pre-research test of 24 students who completed only 3, while 21 students have not completed. The purpose of the study was examine improvement of students' concept understanding ability after use of E-Cergam Kekalku media. E-Cergam Kekalku is media to stimulate students' concept understanding ability. The study used one group pretest-posttest experimental method implemented in class 4 which lasted 5 meetings. Data collection techniques include interview techniques, observation, tests, documentation. The data analysis used was quantitative analysis of normality test, paired sample t test and N-Gain test. The results showed that students' posttest scores were better than their pretest scores, seen from the paired sample t test results obtained Sig. 0.000 <0.05 means H0 is rejected and Ha is accepted. The n-gain test result of 0.44 shows that there is an increase in concept understanding ability after the use of E-Cergam Kekalku media with a moderate category. Based on the results of the study, it is concluded that there is an increase in students' concept understanding ability after the use of E-Cergam Kekalku media.
EDUTAINMENT SUNKABER BERBASIS MUATAN LOKAL: MEDIA KREATIVITAS BERBAHASA DAN PROFIL PELAJAR PANCASILA SISWA TRANSISI PAUD KE SD
Literasi baca tulis siswa sekolah dasar di Indonesia masih belum memuaskan utamanya pada siswa transisi PAUD ke SD. Dibutuhkan inovasi media pembelajaran yang sesuai dengan tingkat kognitif siswa, meningkatkan minat untuk membaca, dan mengakomodasi kemampuan literasi baca tulis siswa. Budaya berupa muatan lokal dapat digunakan sebagai sumber belajar siswa dengan harapan pembelajaran akan lebih bermakna bagi siswa. Edutainment Kartu Sunkaber dapat dijadikan sebagai alternatif media pembelajaran untuk meningkatkan literasi baca tulis dan krreativitas berbahasa siswa. Metode penelitian menggunakan metode penelitian dan pengembangan Borg dan Gall. Subjek penelitian adalah siswa kelas I. Metode yang digunakan observasi, dokumentasi, wawancara, dan tes. Aanalisis data secara kualitatif dan kuantitatif. Hasil penelitian ini menghasilkan Media Sunkaber yang dapat digunakan untuk meningkatkan literasi baca tulis siswa dan kreativitas berbahasa siswa.
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PEMBELAJARAN BERDIFERENSIASI DALAM KURIKULUM MERDEKA BELAJAR DI SEKOLAH DASAR
Pembelajaran berdiferensiasi merupakan strategi pengajaran yang berfokus pada kebutuhan belajar individu siswa. Diferensiasi mencakup pendekatan pengajaran yang responsif terhadap kebutuhan siswa dalam memahami materi pelajaran, dengan mempertimbangkan karakteristik, kemampuan, minat, gaya belajar, dan potensi akademis siswa. Tujuan utama guru dalam implementasi diferensiasi adalah memenuhi kebutuhan belajar setiap siswa, menciptakan lingkungan pembelajaran yang efektif, membimbing proses pembelajaran, serta melakukan penilaian berkelanjutan berdasarkan perkembangan akademis. Terdapat empat aspek diferensiasi yang dapat diatur oleh guru, yaitu isi materi, proses pembelajaran, produk akhir, dan lingkungan kelas atau iklim belajar. Guru memiliki kemampuan untuk mengkategorikan kebutuhan belajar siswa berdasarkan kesiapan belajar, minat, dan profil akademis. Dengan memberikan tugas sesuai dengan keterampilan dan pemahaman siswa, merangsang rasa ingin tahu atau minat mereka, serta memberi kesempatan untuk bekerja sesuai keinginan individu, pembelajaran diferensiasi dapat meningkatkan kualitas pembelajaran siswa.
PENGGUNAAN MODEL PEMBELAJARAN PROJECT BASED LEARNING UNTUK MEMOTIVASI BELAJAR BAHASA INDONESIA SISWA KELAS IV UPT SD NEGERI 220 GRESIK
Penelitian ini bertujuan untuk mengetahui penggunaan model pembelajaran project based learning untuk memotivasi belajar siswa kelas pada mata pelajaran bahasa Indonesia. Penelitian ini dilakukan di UPT SD Negeri 220 Gresik. Subjek pada penelitian ini merupakan siswa kelas IV dengan jumlah sampel sebanyak 33 siswa. Penelitian menggunakan metode kualitatif dengan menggunakan pendekatan deskriptif kualitatif untuk mendeskripsikan kejadian nyata yang berada di lapangan secara teliti dan lebih mendalam. Teknik pengumpulan data menggunakan wawancara, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa penggunaan model pembelajaran project based learning dapat memotivasi belajar bahasa Indonesia siswa kelas IV UPT SD Negeri 220 Gresik. Selain itu juga terdapat peningkatan motivasi belajar siswa melalui model pembelajaran project based learning yang menyenangkan bagi kelas IV khususnya dalam mata pelajaran Bahasa Indonesia. Dibuktikan dengan terlihatnya antusias siswa saat proses pembelajaran berlangsung.
IMPLEMENTATION OF SCIENTIFIC LITERACY AT SDN MERJOSARI 5 MALANG CITY
Di SDN Merjosari 5 Kota Malang sudah menerapkan literasi sains namun penerapannya tersebut belum dilakukan secara optimal. Hal itu dikarenakan kurang mengimplementasikan literasi sains ke dalam budaya sekolah. Rancangan pembelajaran yang digunakan kurang menggambarkan proses pembelajaran literasi sains yang tepat, sehingga pembelajaran jarang terlaksana sesuai dengan proses literasi sains. Tujuan penelitian ini adalah untuk mendeskripsikan implementasi literasi sains di sekolah dasar. Kegiatan yang akan dilakukan yaitu dengan melakukan Focus Group Discussion dengan kepala sekolah dan guru-guru di SDN 5 Merjosari Malang. Dari kegiatan tersebut diperoleh bahwa implementasi literasi sains dilakukan dengan: (1) pengenalan lingkungan dan kunjungan perpustakaan; (2) membuat program literasi berkunjung / dikunjungi perpustakaan keliling; (3) outing class; (4) membuat program literasi secara terjadwal dan rutin.
PROBLEMATIC NUMERICAL LITERACY IN ELEMENTARY SCHOOLS: SYSTEMATIC LITERATURE REVIEW
One of the skills that is the main focus in facing the era of society 5.0 is numeracy literacy. Unfortunately, the results of the Program for International Student Assessment (PISA) show that the numeracy literacy skills of students in Indonesia are still relatively low in general. To overcome this, educators need to understand the factors and solutions that can affect the low numeracy literacy of students, especially elementary schools. Therefore, the purpose of this study is to collect, summarize and analyze the problematic components of numeracy literacy in elementary schools through the Systematic Literature Review (SLR) method with the PRISMA approach. The data from this study was retrieved using the Publish or Perish application on the Googlescholar database using the keywords "mathematics problem" AND "elementary school" OR "elementary school", AND "numeracy literacy" OR "numeracy literacy". The results showed several factors that were found to cause low numeracy literacy involving aspects of teaching experience, students' mathematical self-efficacy, availability of teaching materials, student behavior problems, principal support, and minimal school facilities. Solutions to improve numeracy literacy of primary school students include the development of effective teaching methods, further research to improve students' understanding and self-efficacy, support to teachers through the development of learning resources, literacy strengthening strategies at the school level, investment in educational facilities, and the implementation of learning models that suit students' needs
KONSEP PENDIDIKAN LIFE SKILLS DAN PENERAPANNYA PADA MADRASAH IBTIDAIYAH
Pendidikan madrasah mesti didesain untuk abad ini, sehingga berikutnya dapat diterjemahkan menjadi program-program yang mampu menghasilkan keluaran yang lebih baik. Pendidikan life skills merupakan salah satu program pendidikan yang memiliki peran penting dalam rangka membekali warga belajar agar dapat hidup secara mandiri. Kecakapan hidup (life skills) anak didik dapat disiapkan melalui pendidikan. Pendidikan lebih bermakna jika mampu membekali anak didik dengan kemampuan-kemampuan yang mereka butuhkan untuk bertahan dan bersaing dalam kehidupannya. Penelitian ini merupakan penelitian studi pustaka yang menggali keutamaan implementasi pendidikan life skill pada Madrasah Ibtidaiyah. Selanjutnya diharapkan pada penelitian berikutnya untuk melakukan penelitian lapangan mengenai implementasi pendidikan life skills pada madrasah-madrasah di Indonesia.
PENGGUNAAN MEDIA SCRABBLE PADA KETERAMPILAN MEMBACA DAN MENULIS PERMULAAN SISWA KELAS 1 MI TARBIYATUL ULUM
Reading and writing skills are important prerequisites for learning. Therefore, every student, especially lower class students, must master reading and writing skills. In the lower classes, especially class I elementary school, there are still students who are not yet able to read and write, making learning difficult. The use of a learning environment is essential for this. One learning medium that first grade students may be interested in is Scrabble. This research aims to provide a description of the use of Scrabble media on the initial reading and writing skills of grade 1 students at MI Tarbiyatul Ulum, reading and writing skills after using Scrabble media, and the obstacles faced by teachers when using Scrabble media and providing benefits, namely helping students read. and writing new vocabulary through games and helping teachers make learning more effective and fun. This research uses a qualitative method that forms descriptive data in the form of sentences based on research findings. Data collection techniques include interviews, observation and documentation. Reducing data, presenting data descriptively and drawing conclusions are the Miles and Huberman models used by researchers in their data analysis techniques. Qualitative data analysis activities are carried out continuously until complete data is completed. This research shows the results that the use of Scrabble media in class 1 Indonesian language subjects at MI Tarbiyatul Ulum is carried out with appropriate steps, based on the results of students' LKPD so that it is necessary to improve writing skills in class 1 students and obstacles for teachers who want to teach reading and reading skills. write to students, namely the student's motivation and interest in learning as well as the student's home environment.
Media scrabble Ketermpilan membaca permulaan Keterampilan menulis permulaan
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS APLIKASI SAC (SMART APPS CREATOR) UNTUK MENINGKATKAN KEMAMPUAN MENYUSUN HURUF ALFABET MENJADI KATA YANG BERMAKNA PADA SISWA KELAS I SDN 3 NGRENCAK
The aim of this research and development is to determine the validity, practicality and effectiveness of interactive multimedia based on the SAC (Smart Apps Creator) application to improve the ability to arrange letters of the alphabet into meaningful words in class I students at SDN 3 Ngrencak. The research method used is R&D (Research and Development) with the ADDIE model which consists of 5 steps, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation), and (5) Evaluation. The results of this research show that. (1) The validation results obtained from media validators reached a percentage of 85% and material validators reached a percentage of 80%. So the validity results obtained an average percentage of 82.5% with very valid criteria. (2) The results of the teacher response questionnaire reached a percentage of 92.5% and the results of the student response questionnaire achieved very good criteria. So the practical results of this interactive multimedia obtain very practical criteria. (3) The results of the analysis of evaluation questions (post-test) obtained an average percentage of 89% with very effective criteria. The results of product trials show an increase in understanding and self-motivation in activities in class I Indonesian language learning.