Pasundan University Journal
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PENGEMBANGAN GAME EDUKASI PADA MATA PELAJARAN KOMPUTER GRAFIS KELAS XI DKV DI SMK NEGERI 4 SUNGAI PENUH
This research was motivated by the low learning outcomes of students in the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The lack of variety in learning media and low student motivation in understanding computer graphics theory were the main problems identified. The purpose of this study was to develop educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh and to determine the level of validity and practicality of this educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh.
The method used was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The product developed was the educational game "Ninja Adventure," which integrates game missions with a quiz on introductory computer graphics. The research instruments included validation by media experts, validation by material experts, and practicality tests by teachers and students to assess the product's validity and practicality as a learning medium.
The results of the study indicate that the developed educational game meets the criteria for validity and practicality. Validity testing by media experts yielded an average score of 81.94% (highly valid), while material validation achieved 78.39% (highly valid). Practicality testing by teachers yielded an average score of 84.72% (highly practical), while student practicality was 77.98% (highly practical). Based on these results, this educational game is deemed suitable for use as an alternative learning medium capable of increasing student learning motivation and providing a more interactive and enjoyable learning experience
Peningkatan Motivasi dan Hasil Belajar Murid Kelas VIII Melalui Media Game Edukatif Quizizz Mode Kertas pada Mata Pelajaran IPS di SMPN 13 Madiun
This classroom action research addresses low student motivation and learning outcomes in Social Studies at SMPN 13 Madiun, where traditional teaching methods resulted in monotonous learning experiences. The study aims to describe the implementation process, examine motivation improvement, and assess learning outcome enhancement through Quizizz Mode Kertas educational game media. Employing collaborative classroom action research over two cycles from June to November 2025, this study involved 32 eighth-grade students. Data collection utilized observation, documentation, and tests, analyzed through quantitative and qualitative approaches. Findings reveal significant improvements: student motivation increased from 47% (moderate) in Cycle I to 68% (high) in Cycle II, a 21% enhancement. Learning activity progressed from adequate (11.09) to good (16.84). Classical completeness improved dramatically from 46.9% pre-cycle to 63% in Cycle I, reaching 84% in Cycle II, surpassing the 80% target. Quizizz Mode Kertas effectively creates dynamic, interactive learning while maintaining gamification elements without requiring personal digital devices. Recommendations include broader implementation across subjects, improved time management, difficulty adjustments, institutional support, and further research in diverse contexts to maximize learning quality
PENGEMBANGAN BAHAN AJAR BERBASIS SAINTIFIK UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA DI SEKOLAH DASAR
This study aims to develop scientific-based teaching materials to improve elementary school students' mathematics learning outcomes, especially in flat geometry material in grade IV. The background of this study is based on the low mathematics learning outcomes of students caused by the assumption that mathematics is a difficult subject, the lack of interesting teaching materials, and the lack of a scientific approach in the learning process. The type of research used is research and development (Research and Development) with a 4D model consisting of the Define, Design, Development, and Dissemination stages. The subjects of this study were 20 fourth-grade students of Kasih Ibu Private Elementary School, Medan. Data collection instruments consisted of observation, interviews, expert validation questionnaires, and learning outcome tests. The validation results showed that the developed teaching materials were included in the categories of "very feasible" and "very effective" in improving mathematics learning outcomes. Thus, these scientific-based teaching materials can be used as an alternative learning resource that is interactive and relevant to students' needs in understanding mathematical concept
SOSIALISASI PENGGUNAAN GAMIFIKASI WAYGROUND DAN GENIALLY DALAM UPAYA PENINGKATAN EFISIENSI DAN KUALITAS PEMBELAJARAN
This article discusses the problem of low learning efficiency and limited student engagement caused by the predominance of conventional instructional methods that are less adaptive to the characteristics of digital-native learners. The purpose of this study is to describe the socialization and implementation of Wayground and Genially gamification platforms as an effort to improve the efficiency and quality of learning. This study employed a community service-based descriptive approach through socialization, training, and mentoring activities involving teachers as participants. The stages included needs analysis, introduction to the features of Wayground and Genially, hands-on practice in designing gamified learning media, and evaluation through observation and participant response questionnaires. The results showed that the socialization program increased teachers’ understanding and skills in utilizing gamification-based digital media. Participants were able to design interactive learning activities, quizzes, and visual content that supported more efficient classroom management and more engaging learning processes. Furthermore, the implementation of Wayground and Genially contributed to increased student motivation, more active participation, and more effective use of instructional time. In conclusion, the socialization of Wayground and Genially gamification has proven to be a practical strategy to enhance both the efficiency and quality of learning, as well as to support teachers in developing innovative, interactive, and technology-integrated instructional practices
GOOGLE TRANSLATE AND PAPER DICTIONARY ON STUDENTS’ VOCABULARY AT SMK N 2 BUKITTINGGI: A COMPARATIVE STUDY
Vocabulary plays a central role in students’ ability to understand and use English effectively, particularly in vocational education where learners are expected to apply language skills in practical, work-related contexts. This study examines whether there is a significant difference in vocabulary achievement between students who use Google Translate and those who use a paper dictionary during English learning. A comparative quantitative design was employed, involving two groups of tenth-grade students at SMK N 2 Bukittinggi. Ninety students were selected through simple random sampling and divided evenly into a Google Translate group and a paper dictionary group. A vocabulary test consisting of multiple-choice items was administered to measure students’ knowledge of word form, meaning, and use. The test results were analyzed using an independent sample t-test to compare the performance of the two groups. The findings show that the mean score of the paper dictionary group was slightly higher than that of the Google Translate group; however, the difference was not statistically significant. This indicates that both tools provide comparable support for vocabulary learning. The results suggest that the effectiveness of vocabulary acquisition does not depend solely on the type of tool used, but rather on how learners interact with the tool and apply vocabulary in meaningful contexts. The study underscores the value of allowing students to use either resource according to their preferences and highlights the importance of integrating both digital and traditional tools to promote balanced and strategic vocabulary learning in vocational classrooms. 
INTEGRASI MODEL PEMBELAJARAN DISCOVERY LEARNING DENGAN PENDEKATAN RME UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH
Students are required to process mathematical problem-solving skills to meet the demands of 21St- century education. Various instructional models have been developed to enhance these skills, including the integration of Discovery Learning (DL) and Realistic Mathematics Education (RME). This study employed a Systematic Literature Review (SLR) approach by examining sixteen Sinta – indexed articles (levels 2-5) relevant to the topic of mathematical problem – solving abilities. The findings reveal that most studies applied Polya’s problem – solving strategy and emphasized the importance of contextual learning and systematic thinking processes. The integration of DL and RME has been Shown to be effective in optimizing problem – solving through independent concept discovery connected to real-life context. In addition to improving conceptual understanding, this combination also fosters students’ independence, creativity, and reflective thinking skills. Therefore, integrating DL and RME can serve as an innovative instructional alternative that support the strengthening of Higher – Order Thinking Skills (HOTS) in alignment with the goals of the Merdeka Curriculu
PERBANDINGAN HASIL BELAJAR IPA ANTARA MODEL PROBLEM BASED LEARNING (PBL) DAN MODEL KONVENSIONAL PADA SISWA KELAS V SD MUHAMMADIYAH TEMBILAHAN
This study aims to compare the science learning outcomes of fifth-grade students at Muhammadiyah Tembilahan Elementary School (SD Muhammadiyah Tembilahan). This study employed a quantitative approach with a quasiexperimental nonequivalent control group design. The sample consisted of two classes: an experimental class implementing the PBL model and a control class using the conventional model. Data collection was conducted using a multiplechoice science learning outcome test, the validity and reliability of which were tested. Data analysis used normality tests, homogeneity tests, and independent sample t-tests. The results showed a significant difference between the science learning outcomes of students taught using the PBL model and those taught using the conventional model. The average learning outcome score of the experimental class was higher than that of the control class. Therefore, it can be concluded that the Problem-Based Learning model is more effective in improving fifth-grade students' science learning outcomes at SD Muhammadiyah Tembilahan compared to the conventional learning model
PENGARUH PEMBIASAAN KERJASAMA DALAM MENINGKATKAN KARAKTER GOTONG ROYONG DAN TANGGUNG JAWAB DI KELAS V SEKOLAH DASAR
This research is motivated by the importance of building Mutual Cooperation (Gotong Royong) and Responsibility characters at the elementary school level to balance academic achievement and students' affective development. At SDN 80/1 Muara Bulian, a phenomenon was observed where students remained passive in groups and showed a lack of responsibility toward collective tasks. This study aims to explain and analyze the influence of cooperation habituation in enhancing mutual cooperation and responsibility characters among fifth-grade elementary school students. The research method used is a quantitative approach with a quasi-experimental design. The population of this study consisted of all fifth-grade students at SDN 80/1 Muara Bulian, with class V A as the experimental group receiving the cooperation habituation treatment and class V B as the control group. Data collection techniques were conducted through structured observations using character assessment rubrics validated by experts. Data analysis involved prerequisite tests (normality and heteroscedasticity) and hypothesis testing through simple linear regression assisted by the SPSS program. The results showed a positive and significant influence of cooperation habituation on students' character. Statistically, the cooperation habituation variable contributed 14.7% to the improvement of mutual cooperation character and 11.7% to responsibility character. This is evidenced by a positive regression coefficient value, indicating that every increase in the intensity of cooperation habituation significantly improves student character scores. The conclusion of this research is that the habituation method is an effective pedagogical strategy for internalizing social values within the elementary school ecosystem
ANALISIS PENGGUNAAN BUKU DIGITAL KATEGORI B2 TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS II SD MENGGUNAKAN PENDEKATAN DEEP LEARNING
This study aims to analyze the effectiveness of using Digital Books Category B2 through the Deep Learning Approach in improving reading comprehension skills of second-grade elementary school students. The main issue raised is the gap between technical reading skills (decoding) and understanding of deep meaning during the literacy transition phase. Using a descriptive qualitative approach, the study involved 30 second-grade students in the 2025/2026 academic year. Data were collected through observation, interviews, and assessment of learning outcomes regarding the use of the digital media "Kotak Petualang". Data analysis was carried out in a circular manner including data reduction, presentation, and verification. The results showed a collective success rate of 90%, with details of 25 students (83.3%) in the high category, 2 students (6.7%) in the medium category, and 3 students (10.0%) in the low category. The expressive read-aloud strategy and interactive features of digital books proved effective as scaffolding for students in constructing both literal and reflective understanding. Although effective in increasing interest and engagement, students in the low category still require intensive guidance to achieve independent critical thinking skills. In conclusion, the synergy of Digital Books B2 and Deep Learning can transform literacy learning to be more immersive and meaningful. This integration is a strategic solution to reduce students' cognitive barriers in the digital age
PENGEMBANGAN E-MODUL INTERAKTIF BERBASIS ANDROID MENGGUNAKAN ISPRING SUITE PADA PEMBELAJARAN IPAS KELAS V SDN 04 WAWONII UTARA
This study aims to develop an Android-based interactive e-module utilizing iSpring Suite as a learning medium for the Science and Social Studies (IPAS) subject in fifth-grade classrooms at SDN 04 Wawonii Utara. The development of this module is motivated by the growing need for engaging and interactive instructional materials that align with the objectives of the Merdeka Curriculum. The research employed a Research and Development (R&D) approach using the 4D model, which consists of four phases: Define, Design, Develop, and Disseminate. The participants involved in the study included 20 students and 2 subject teachers. Data were collected through expert validation, questionnaires to assess user responses, and pre-test and post-test instruments to evaluate learning outcomes. The results demonstrate that the e- module is highly valid (average score of 91%), highly practical (93%), and effective in enhancing students' academic performance, with an average post-test score of 86.2. These findings indicate that the developed e-module is feasible and appropriate for use as an instructional tool in elementary- level IPAS education