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  This is an Open Access Journal Open Access journal
ISSN (Print) 2541-0199 - ISSN (Online) 2541-6855
Published by STKIP Muhammadiyah Kuningan Homepage  [8 journals]
  • Rancang Bangun Media Pembelajaran IPS Berbasis Google Sites Materi
           Proklamasi Kemerdekaan Indonesia

    • Authors: Yona Wahyuningsih, Vian Yulianty
      Pages: 1 - 8
      Abstract: This research is motivated by optimizing the material for the proclamation of Indonesian independence in the fifth grade of elementary school in social studies learning -based media Google Sites. The use of technology in the use of learning media by teachers is one form of effort to achieve learning success. This research is a development research that develops media based Google Sites in social studies learning in fifth grade elementary school. The research method uses the D&D (Design & Development) method with research stages based on the ADDIE development model which consists of 5 stages, namely Analyze (Analysis), Design(Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). Data collection techniques using interviews and questionnaires. The results of the development of Google Sites get an "excellent" interpretation from the assessment of linguists, media experts, and material experts. Based on the results of the assessment and user responses, namely teachers and students of class V, the Google Sites received an "excellent" interpretation and was suitable for use in learning based on indicators of material content, presentation, language, appearance, and media quality.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2179
      Issue No: Vol. 8, No. 1 (2023)
       
  • Optimalisasi Penerapan Model Pembelajaran Berbasis Permainan dalam
           Pembelajaran Abad 21 di Sekolah Dasar

    • Authors: Sindi Ladya Baharizqi Sindi, Sofyan Iskandar, Dede Trie Kurniawan
      Pages: 9 - 16
      Abstract: This study aims to find out how to optimize the application of game-based learning models in 21st century learning in elementary schools. The research method used in this research is library research with qualitative research. Implementation of game-based learning in the learning process used by students can be an innovative solution to solve various learning problems. Innovative learning in the 21st century has characteristics that lead to learning that is interactive, holistic, integrative, scientific, contextual, thematic, effective, collaborative, and socialization to students, and the implementation of learning is directed using learning models/methods related to these characteristics. It can be concluded that Game-Based Learning is suitable as an innovation in learning. because the results of the preliminary study show that Game-Based Learning is effective and efficient and based on literature studies Game-Based Learning has many benefits and advantages which are its advantages
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2504
      Issue No: Vol. 8, No. 1 (2023)
       
  • Pemanfaatan Media Pembelajaran Educandy Berbasis Games Edukasi pada
           Pelajaran Matematika untuk Meningkatkan Hasil Belajar Kognitif Siswa Kelas
           V SDN Cipicung

    • Authors: Sesilia Ferdianti, Agus Saeful Anwar
      Pages: 17 - 22
      Abstract: This research is motivated because learning activities are not accustomed to using media as a tool so that it makes students' enthusiasm for learning low which has an impact on not achieving the predetermined minimum completeness criteria. The research subjects were the fifth grade students of SDN Cipicung, totaling 21 students. This study aims to determine the effect of the use of educational games-based Educandy learning media on students' cognitive learning outcomes. The media used in this research is educational games-based Educational Application media. While the method used in this study is a Pre-Experimental research method of One Group Pretest-Posttest, the purpose of using this method is to see whether there is an effect of using educational games-based Educandy learning media on students' cognitive learning outcomes before and after using the media. The data collection technique used a written test in the form of multiple choice, totaling 20 questions. The analysis technique used in processing the research data is the Shapiro Wilk normality test, the Levene homogeneity test and the Paired Sample T-Test hypothesis test using the SPSS version 25 application.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2482
      Issue No: Vol. 8, No. 1 (2023)
       
  • Penggunaan Media Pembelajaran Papan Tulis Interaktif di Kelas Pada Abad 21

    • Authors: Lebyana Norma Belinda, Sofyan Iskandar, Dede Trie Kurniawan
      Pages: 23 - 31
      Abstract: This study aims to find out how to use interactive whiteboard learning media in the classroom in the 21st century. The research method used in this research is qualitative research which is a literature study (library research). Data collection techniques by conducting a review of books, literature, journals, the internet, the results of thesis and dissertation research. Data analysis techniques in this study emphasize references or libraries as a reference. Learning in the 21st century is creative and innovative learning with the use of interactive whiteboard learning media in the classroom so it can bring positive changes in learning in the 21st century. It can be concluded that this interactive whiteboard learning model is suitable as an innovative learning medium. Based on the results of the preliminary study, it shows that this interactive whiteboard learning media is effective and not monotonous and based on a literature study, this interactive whiteboard has many advantages.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2555
      Issue No: Vol. 8, No. 1 (2023)
       
  • Penguatan Motivasi Belajar Melalui Self-Regulated Learning Mahasiswa pada
           Pembelajaran Daring Dimasa Pandemi Covid-19

    • Authors: Abdul Kadir, Akif Khilmiyah
      Pages: 32 - 39
      Abstract: This study aims to analyze the causes of low learning motivation and find the keys to increase learning motivation. This type of research uses a qualitative approach with phenomenological methods. Informants were selected using the snowball sampling technique. Informants in this study focused on Yogyakarta students who experienced a reduction in motivation and were selected based on the required characteristics. Data collection techniques use interviews, observation and documentation, and data analysis through reduction analysis. The data validity used source triangulation. This study resulted in (1) the causalities of low learning motivation: they felt bored with the online learning process, had less effective zoom learning, had difficulty completing assignments due to internet connection, lack of interaction with lecturers, and less supervision during the learning process, and lecturers giving more theory than practice (Field). (2) Solutions to improve learning: Parent's advice, do assignments according to things you like, set learning targets, grow motivation to get good grades, and diligently participate in studies. Have courses that match your interests
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2498
      Issue No: Vol. 8, No. 1 (2023)
       
  • Karakteristik Masyarakat Abad 21

    • Authors: Reni Nurhayati, Sofyan Iskandar, Dede Trie Kurniawan
      Pages: 40 - 45
      Abstract: The 21st century is considered the century of knowledge, the century of knowledge-based economy, the century of news technology, globalization, the industrial revolution 4.0, and so on. In this century, there are changes that are very fast and unpredictable in all aspects of life, both in the fields of economy, transportation, technology, communication, information, and others. Industry 4.0 was first introduced at the 2011 Hannover Fair which marked the digital revolution. Industry 4.0 is the latest trend of such sophisticated technology, which has a major influence on the production process in the manufacturing sector. This research uses a qualitative descriptive approach, where this approach is a research that emphasizes more on observing phenomena and requires sharp instincts from researchers. One result of technology is gadgets. Gadgets are a means of communication that every society cannot escape from this communication tool. Gadgets are mobile phones or cell phones (mobile phones) or mobile phones (HP). Gadgets in the form of cell phones are the simplest communication tools that can be used by everyone. In social life, gadgets greatly affect both behavior and social interaction. Gadgets have both positive and negative impacts.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2556
      Issue No: Vol. 8, No. 1 (2023)
       
  • Respon Siswa Terhadap Bahan Ajar Membaca Berbasis Kearifan Lokal

    • Authors: Irfan Fajrul Falah, Rita Kusumah, Muhafidin
      Pages: 46 - 51
      Abstract: Among the types of reading, reading comprehension is considered as the most complex since it involves the knowledge and experience that the reader already has and is associated with the content of the reading. At the elementary school level, this ability has not received maximum attention, especially from teachers. One of the efforts that can be made by teachers to improve this skill is by developing reading material that is relevant to the students lifes, which in this case are based on local wisdom. By developing teaching materials that suit the needs of students, the learning process is supposed to be more effective so that it has an impact on the quality of learning. This article aims to provide an overview of students' responses to the developed reading teaching materials based on local wisdom. The data collection technique itself uses a questionnaire consisting of several simple statements. It was distributed to 5 grader students at SDN Cigugur, Kuningan Regency. Based on the results of the questionnaires that have been distributed, the responses shown by students towards reading teaching materials based on local wisdom is at a good category. It can be seen from the average score of more than 70% from three aspects, namely display, material content and also benefits.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2607
      Issue No: Vol. 8, No. 1 (2023)
       
  • Penerapan Pendidikan Karakter Siswa Sekolah Dasar Melalui Budaya Sekolah

    • Authors: Agi Hamdani, Dede Margo Irianto, Yeni Yuniarti
      Pages: 52 - 61
      Abstract: This study aims to describe what character values ​​are applied through the implementation of school culture in SD Negeri Cinangerang I Sumedang. This study uses a qualitative method with a phenomenological study approach. The main data sources are school principals, teachers, and students. Meanwhile, supporting data is in the form of documentation of activities related to research studies. Data collection techniques through interviews, observation, and documentation. The validity of the data researchers used the method of source triangulation and media triangulation. Data analysis techniques consist of data reduction, data presentation, and drawing conclusions. The results of the study concluded that character education is carried out by applying school culture and good habituation through routine school activities and in the learning process in the classroom. Character values ​​developed are religious, responsible, independent, nationalism, caring for the environment. In the implementation there were several obstacles such as the lack of facilities and infrastructure, the presence of students who were less enthusiastic, and the presence of parents who did not care about school activities.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2562
      Issue No: Vol. 8, No. 1 (2023)
       
  • Membangun Karakter Peserta Didik Abad 21 Melalui Selidig (Sekolah Literasi
           Digital)

    • Authors: Titis Madyaning Ratri, Sofyan Iskandar, Dede Trie Kurniawan
      Pages: 62 - 76
      Abstract: Indonesia is currently entering the industrial revolution 4.0, schools as educational institutions are expected to improve the quality and human resources. One of the strategies to improve the quality of education in schools is the implementation of the School Literacy Movement (GLS) through the SELIDIG program. This study aims to describe the implementation of the school literacy movement to develop students' character in dealing with the sophistication of the 21st Century which was carried out at SDN 029 Cilengkrang, Bandung City using a descriptive-qualitative method, through a case study approach. The method used in collecting data through observation, interviews, and analysis of documents needed to support research. The data obtained from the results of this case study were then analyzed qualitatively. The findings of this study reveal that learning digital literacy can build the character of students who have an understanding of the digital literal dimension and produce school graduates who are able to develop and be competitive at the international level.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2567
      Issue No: Vol. 8, No. 1 (2023)
       
  • Bahan Ajar Berbasis Karakter Cerita Rakyat Untuk Pembelajaran Bahasa
           Indonesia di SD

    • Authors: Dadang Cunandar, Dhia Zulfa Khaerunnisa, Atang Sutisna
      Pages: 77 - 88
      Abstract: The purpose of this research; (1) Explaining the Intrinsic Elements of Cibingbin District Folklore; (2) Explaining the Character Values ​​of Cibingbin District Folklore Characters; (3) Explaining the Design of Character-Based Literature Teaching Materials in Folklore for Indonesian Language Learning in Elementary Schools; (4) Explaining the Suitability of Folklore Character-Based Literature Teaching Materials for Indonesian Language Learning in Elementary Schools. The research method uses a descriptive method with a qualitative approach. Sources of research data are community leaders and experts. The research location is in Cibingbin District. Data collection techniques using observation, interviews, and documentation. Data analysis used is Data Reduction, Data Presentation, and Conclusion/Verification. The results of the study 1) Intrinsic elements in the folklore of Cibingbin District include themes, characters, characterizations, plot, setting and message. 2) Religious character, honest, hard work, and responsibility. 3) Teaching materials made by researchers in the form of printed teaching materials. 4) Teaching materials based on folklore characters have met suitability and feasibility.
      PubDate: 2023-02-01
      DOI: 10.33222/jlp.v8i1.2509
      Issue No: Vol. 8, No. 1 (2023)
       
 
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