Claim Missing Document
Check
Articles

Found 27 Documents
Search

Assessing Creativity in Early Primary Education: Insights from the Merdeka Curriculum in Indonesian Language Learning Tia Athifah; Rizal Rizal; Muhammad Aqil; Pahriadi Pahriadi; Putriwanti Putriwanti; Surahman Wilade
Journal of Innovation and Research in Primary Education Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i1.3107

Abstract

This study examined the effect of the Merdeka Curriculum on creativity development among second-grade students in Indonesian language learning at SD Negeri 02 Dolo. Despite growing emphasis on 21st-century competencies, traditional teacher-centered instruction continues to dominate Indonesian primary classrooms, potentially constraining creativity development. A quasi-experimental one-group pretest-posttest design was employed, complemented by classroom observations, questionnaires, and interviews with 30 second-grade students and their teacher. Data were analyzed using paired-samples t-tests, descriptive statistics, and thematic analysis. Results revealed a paradoxical pattern: while standardized creativity test scores showed minimal change (p = 0.012, d = 0.15), substantial improvements emerged in creative behaviors, autonomous learning, and student engagement. Classroom observation ratings progressed from 80% to 100%, and qualitative data documented increased idea generation, willingness to experiment, and confidence in creative expression. These findings suggest that student-centered, project-based curricula foster meaningful creativity development in young learners, manifesting primarily through behavioral processes rather than immediate test performance gains. The study contributes to early primary education scholarship by revealing limitations of traditional written assessments for capturing children's creativity and supporting the need for multimodal, process-oriented evaluation approaches. Results carry implications for curriculum implementation, teacher professional development, and creativity assessment practices in early primary contexts.
The Effect of Experiential Learning on Fourth-Grade Students' Learning Outcomes in Integrated Science and Social Studies Adelia Rizki Ananda; Zulnuraini Zulnuraini; Khairunnisa Khairunnisa; Rizal Rizal; Putriwanti Putriwanti; Surahman Wilade
Journal of Innovation and Research in Primary Education Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i1.3237

Abstract

This study examined the effect of the Experiential Learning model on students' learning outcomes in Integrated Science and Social Studies (IPAS) for fourth-grade students at Madrasah Ibtidaiyah Negeri Donggala. The research was motivated by low student engagement and achievement resulting from predominantly teacher-centered instructional practices. A quantitative quasi-experimental design with a nonequivalent control group was employed, involving 48 fourth-grade students divided into experimental and control groups. The experimental group received instruction using the Experiential Learning model emphasizing concrete experience, reflection, conceptualization, and application, while the control group received conventional lecture-based instruction. Data were collected using a validated and reliable 20-item multiple-choice test administered as pretest and posttest. Analysis included descriptive statistics, normality and homogeneity tests, independent samples t-test, and normalized gain (N-gain) calculations. Results revealed a statistically significant difference in posttest scores between groups (t = 9.941, p < 0.001). The experimental group demonstrated substantial improvement with a high mean N-gain score of 0.73, while the control group showed low learning gain (N-gain = 0.21). These findings indicate that Experiential Learning is significantly more effective than conventional teaching methods in improving students' IPAS learning outcomes, supporting its implementation as an instructional approach to enhance student engagement and academic achievement in elementary education.
The Effect of Wordwall-Assisted Interactive Learning Media on Students' Learning Interest in Science and Social Studies Nurlita Aristya Suci; Rizal Rizal; Surahman Wilade; Nashrullah Nashrullah; Putriwanti Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i1.3300

Abstract

Learning interest constitutes a critical affective factor influencing students' engagement and academic success in elementary education. However, IPAS (Integrated Science and Social Studies) instruction in many Indonesian elementary schools remains dominated by conventional, teacher-centered approaches that limit student participation and diminish learning interest. This study examined the effect of Wordwall-assisted interactive learning media on Grade III students' learning interest in IPAS at SD Inpres Lolu. Employing a pre-experimental one-group pretest-posttest design, the study involved 23 students selected through saturated sampling. Data were collected using a validated learning interest questionnaire (Cronbach's Alpha > 0.60) administered before and after the two-week Wordwall implementation. Analysis included descriptive statistics and paired-sample t-test following normality verification. Results demonstrated a significant increase in mean learning interest scores from 62.52 (pretest) to 80.04 (posttest), with a moderate N-gain value of 0.46. The paired-sample t-test confirmed statistical significance (p = 0.01 < 0.05), rejecting the null hypothesis. These findings indicate that Wordwall-based interactive media significantly enhance elementary students' learning interest in IPAS by transforming conventional instruction into engaging, game-based experiences. The study contributes empirical evidence supporting game-based learning integration in elementary science education, with implications for instructional practice and professional development. Future research should employ experimental designs with control groups and examine long-term effects on both affective and cognitive outcomes.
Enhancing Elementary Students' Science Learning Outcomes Through Inquiry-Based Learning Assisted by Concrete Media on Force Effects Elsa Ramadani; Sarintan N Kaharu; Pahriadi Pahriadi; Zulnuraini Zulnuraini; Putriwanti Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3438

Abstract

This study aims to determine the effect of the Inquiry learning model assisted by concrete media on student learning outcomes in the material of force effects on objects in grade IV SD Inpres Bumi Sagu. This study uses a quantitative method with a Quasi Experiment design using Nonequivalent Control Group Design. The research subjects involved class IV A as the control class (19 students) and class IV B as the experimental class (19 students). The instruments used included learning outcome tests in the form of 22 multiple-choice questions that had been tested for validity and reliability, as well as interview guidelines to explore students' learning experiences. Data were analyzed descriptively and inferentially using Independent Sample T-Test. The research results show that the average pretest score of the experimental class was 53.95, increasing to 90.37 on the posttest, while the control class increased from 63.21 to 81.74. The Independent Sample T-Test shows a significance value of 0.000 < 0.05, which means Ha is accepted and Ho is rejected. Interview results support the quantitative findings, showing that students in the experimental class experienced increased conceptual understanding, learning motivation, and critical thinking skills. Students in the low, medium, and high categories all felt the benefits of more meaningful learning through direct experience with concrete media. Thus, the Inquiry learning model assisted by concrete media is proven effective in improving student learning outcomes in science learning on the material of force effects on objects in grade IV SD Inpres Bumi Sagu.
From Passive to Interactive: How Teams Games Tournament Transforms Science Education for Fifth Graders Kadek Arya; Herlina Herlina; Asriani Asriani; Zulnuraini Zulnuraini; Putriwanti Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3582

Abstract

Low science (IPAS) outcomes in Indonesian elementary schools stem from teacher-centered methods, limiting student engagement and conceptual understanding, as evidenced by national assessments (54.3% competency rate) and PISA scores (383 vs. OECD 485). This study examines the pure Teams Games Tournament (TGT) cooperative model's effect on fifth-grade cognitive learning in light properties material under the Independent Curriculum. Employing a quantitative pre-experimental one-group pretest-posttest design, the study sampled 29 fifth-grade students at SD Inpres 1 Talise via purposive sampling. Instruments included a 20-item multiple-choice test (14 valid, Cronbach's Alpha 0.875), observation sheets, and interviews. TGT was implemented over three meetings, with data analyzed using Shapiro-Wilk normality, Paired Sample T-Test, and N-Gain via SPSS 27. Pretest mean was 40.64, rising to 67.48 posttest (p < 0.001, t = -9.01), with moderate N-Gain (0.4413). Implementation fidelity improved from 86% to 97%, though two students showed minimal gains due to group adaptation issues. Findings support Vygotsky's constructivism, aligning with prior TGT studies (e.g., Listiani et al., 2025), but highlight needs for media integration. Implications include low-cost active learning strategies; limitations involve small sample and no control group. Future research should use quasi-experiments for broader generalizability.
Pengaruh Penggunaan Media Audio-visual Berbantuan Powtoon terhadap Minat Belajar Siswa pada Pembelajaran IPAS Kelas V SD Inpres 3 Talise Kariani, Kadek Dwi; Zulnuraini, Zulnuraini; Asriani, Asriani; Azizah, Azizah; Putriwanti, Putriwanti
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.3975

Abstract

Minat belajar merupakan pondasi utama dalam mencapai keberhasilan proses pendidikan, namun rendahnya minat belajar siswa terhadap pembelajaran konvensional menjadi tantangan nyata yang dihadapi pendidik diera digital ini. Pembelajaran pada mata pelajaran IPAS khususnya disekolah dasar kerap berlangsung monoton dan kurang mampu membangkitkan antusiasme siswa, sehingga diperlukan inovasi media pembelajaran yang mampu menjawab kebutuhan generasi visual-digital saat ini. Penelitian ini mengkaji pengaruh materi audio-visual yang diperkaya dengan powtoon terhadap minat belajar siswa kelas lima dalam kurikulum IPAS. Menggunakan Desain Kelompok Nonequivalent Control Group Design, eksperimen ini membandingkan kelompok eksperimen dengan kelompok kontrol. Peserta penelitian terdiri dari 42 siswa dari SD Inpres 3 Talise, yang dibagi secara merata sehingga setiap kelompok terdiri dari 21 siswa. Pengumpulan data dilakukan melalui administrasi instrumen pretest dan posttets. Sementara kelompok eksperimen mengikuti pembelajaran yang diperkaya dengan bahan audio-visual berbasis powtoon, kelompok kontrol diajarkan menggunakan teknik pedagogis konvensional. Untuk mengukur minat siswa, digunakan kuesioner yang telah tervalidasi dengan koefisien reliabilitas 0.856. Prosedur analitis melibatkan Uji T dan N-gain. Hasil penelitian menunjukkan perbedaan antara kedua kelompok. Secara spesifik, Uji T menghasilkan nilai p sebesar 0.000, sehingga Hₐ diterima. Hasil ini membuktikan adanya dampak nyata dari media yang terintegrasi dengan powtoon terhadap minat siswa. Selain itu, skor N-gain menunjukkan perbedaan yang signifikan: kelompok eksperimen mencapai peningkatan rata-rata sebesar 75,74, sedangkan kelompok kontrol hanya mencatat 15,98. Hasil ini mendukung teori pembelajaran multimedia, yang menyatakan bahwa peserta didik memperoleh manfaat lebih besar ketika informasi disajikan melalui dua saluran visual dan auditif menggunakan media yang diperkaya dengan powtoon.
Pengaruh Penggunaan Game Edukatif Berbasis Baamboozle terhadap Motivasi Belajar Siswa pada Pembelajaran IPAS Kelas IV SD Inpres 3 Talise Katrin, Ketut; Zulnuraini, Zulnuraini; Asriani, Asriani; Azizah, Azizah; Putriwanti, Putriwanti
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.3976

Abstract

Penelitian ini mengkaji korelasi antara penggunaan Baamboozle sebagai alat pembelajaran berbasis permainan dan motivasi belajar siswa kelas IV IPAS di SD Inpres 3 Talise. Dengan menggunakan pendekatan kuantitatif, penelitian ini mengikuti desain Quasi-Experimental. Penelitian ini melibatkan 50 siswa yang dibagi menjadi dua kelompok : 25 siswa dari Kelas IV A ditunjuk sebagai kelompok eksperimen, sementara 25 siswa dari Kelas IV B bertindak sebagai kelompok kontrol. Data dikumpulkan menggunakan kuesioner motivasi belajar siswa yang telah tervalidasi dan terpercaya. Setelah uji validitas, tiga item dibuang, sehingga tersisa 17 pertanyaan yang valid. Uji reliabilitas selanjutnya menghasilkan nilai Cronbach's Alpha sebesar 0.863, yang menunjukkan konsistensi internal yang tinggi di antara item-item tersebut. Analisis statistik termasuk uji normalitas dan homogenitas, uji hipotesis, serta perhitungan N-Gain dilakukan menggunakan SPSS 25. Uji prasyarat menunjukkan bahwa data terdistribusi secara normal, dengan uji homogenitas mengonfirmasi varians yang konsisten di antara kelompok sampel. Dalam penilaian pasca-tes, kelas eksperimen yang menerima instruksi yang diperkaya dengan permainan berbasis Baamboozle mencapai skor rata-rata 64,52, dibandingkan dengan rata-rata kelas kontrol sebesar 53,48. Nilai p yang dihitung sebesar 0.000 dari uji t sampel independen menunjukkan adanya perbedaan yang secara statistik signifikan antara hasil kedua kelompok. Akibatnya, Hₐ diterima, dan H₀ ditolak. Temuan ini menunjukkan bahwa pengintegrasian permainan edukatif berbasis Baamboozle secara signifikan meningkatkan motivasi siswa dalam pembelajaran IPAS di kelas IV SD Inpres 3 Talise. Sifat interaktif dan menarik dari permainan ini menciptakan lingkungan kelas yang lebih menyenangkan, secara efektif merangsang motivasi intrinsik dan partisipasi siswa.