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The Use of Ice Breaking in The Jigsaw Cooperative Learning Model to Increase Learning Motivation of Fourth-Grade Students of SD Inpres 2 Tondo Nur Salsa Aurelya; Abdul Rahman; Nuraini Nuraini; Azizah Azizah; Sukri Sukri
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.1315-1325

Abstract

Learning motivation is critical in elementary education, yet monotonous classroom activities often result in low student engagement. This study examined the effect of integrating ice breaking into the Jigsaw cooperative learning model on fourth-grade students' learning motivation. Using a quasi-experimental design with nonequivalent control groups, 38 students from SD Inpres 2 Tondo were divided into experimental (n=19) and control (n=19) groups. Data were collected through validated questionnaires (Cronbach's α=0.689), observation sheets, and documentation, analyzed using descriptive statistics, N-Gain, Wilcoxon Signed-Rank, and Mann-Whitney U tests. Results showed the experimental group improved from pretest mean 33.63 to posttest 53.53 (N-Gain=0.296, moderate), while the control group increased from 26.37 to 45.95 (N-Gain=0.262, low). Wilcoxon and Mann-Whitney tests confirmed significant differences (p<0.05). Observations revealed higher motivation in the experimental class (73.94%) versus control (70.23%). This study concludes that ice breaking integrated with Jigsaw significantly enhances elementary students' learning motivation.
Development of Quizizz Paper Mode Based Learning Media in Science Learning at the Elementary School Level Putri Inayah H.S; Nur Rahmah; Abdul Rahman Rahman; Muhammad Fasli
Journal of Educational Sciences Vol. 10 No. 2 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.2.p.3285-3300

Abstract

An interactive learning medium based on Quizizz Paper Mode was designed to enhance science instruction at the elementary level, especially on the topic of energy transformation. This study applied a Research and Development (R&D) method using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The product was tested on fourth-grade students, with data collected through expert validation forms, teacher and student response questionnaires, and pre-test and post-test assessments. Validation results demonstrated a very high level of feasibility, with scores of 86.67% from media experts and 93.33% from subject-matter experts. Practicality was also rated very highly, as indicated by a 90% positive response from teachers and 100% from students. Moreover, the implementation of Quizizz Paper Mode significantly improved students’ learning outcomes, reflected in the increase between pre-test and post-test scores. The media also enhanced students’ motivation and strengthened their conceptual understanding, with mastery of the material reaching 100%, indicating that Quizizz Paper Mode is an effective and appropriate alternative interactive medium for elementary science learning.
Canva And Wordwall Interactive Media Optimize Elementary Student Mathematics Achievement: Media Interaktif Canva Dan Wordwall Mengoptimalkan Prestasi Matematika Siswa Dasar Nur Hasanah; Zulnuraini Zulnuraini; Nuraini Nuraini; Abdul Rahman; Ammar Abdullah Joni Guci
Academia Open Vol. 11 No. 2 (2026): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.11.2026.15072

Abstract

General Background Learning instructional tools serve as crucial technological bridges for delivering educational content and stimulating student engagement in the modern digital era. Specific Background However, third-grade pupils at SDN Donggala Kodi currently demonstrate low numerical comprehension due to passive classroom participation, lack of focus, and the reliance on conventional, non-engaging instructional tools. Knowledge Gap While previous studies have independently examined visual platforms or educational games, research combining both presentation software and gamified evaluation tools to address low numerical proficiency remains limited. Aims This study investigates the application of combined digital platforms on the learning progress of third-grade pupils at SDN Donggala Kodi. Results Utilizing a pre-experimental one-group pretest-posttest design with 21 participants, data analysis revealed a significant mean score progression from 58.90 to 82.42 (p < 0.001), alongside a moderate N-Gain score of 0.3169. Novelty This research demonstrates the specific utility of integrating visual presentation capabilities with interactive game-based evaluations to actively engage pupils in learning whole numbers up to 1000. Implications These findings suggest that integrating multimedia visualization with gamified assessments provides a highly supportive and student-centered alternative pedagogical strategy for fostering fundamental numerical education. Highlights Pre-test and post-test assessments of third-grade pupils demonstrated a significant score progression from 58.90 to 82.42. The integration of visual presentations and gamified evaluations successfully stimulated active classroom participation during whole number lessons. Analytical testing confirmed a significance value below 0.001, verifying positive pedagogical consequences. Keywords Interactive Learning Media; Canva Application; Wordwall Educational Game; Mathematics Learning Outcomes; Elementary School Education
THE EFFECT OF USING TEACHING AT THE RIGHT LEVEL APPROACH WITH AUDIO-VISUAL MEDIA ON IPAS LEARNING OUTCOMES OF FIFTH GRADE STUDENTS AT SD INPRES 5 LOLU Yuli Rahmawati; Azizah Azizah; Nuraini Nuraini; Abdul Rahman; Mas&#039;adi Mas&#039;adi
EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA Vol 8, No 3 (2026)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/eduproxima.v8i3.10113

Abstract

This research examines how the Teaching at the Right Level (TaRL) approach, combined with audio-visual media, IPAS learning outcomes among fifth-grade students at SD Inpres 5 Lolu. The primary issue identified was suboptimal academic performance in science, stemming from instruction that failed to accommodate varying student competency levels and limited implementation of engaging instructional resources. A quantitative experimental design was employed, specifically utilizing a one-group pretest-posttest framework. Twenty-one fifth-grade students participated as research subjects, selected through saturated sampling methodology. Assessment was conducted using a validated and reliable multiple-choice instrument designed to measure learning achievement. Statistical analysis incorporated both descriptive methods and the Paired Sample t-Test. Findings revealed a substantial increase in mean scores from 50.37 during the pretest to 83.01 in the posttest. Hypothesis testing yielded a significance value of 0.000 (p 0.05), leading to the rejection of H₀ and acceptance of Hₐ. Therefore, the research concludes that implementing the TaRL approach with audio-visual support significantly enhances IPAS learning outcomes for fifth-grade students at SD Inpres 5 Lolu.
The Effect of Using Quizizz Learning Media to Improve Student Learning Outcomes in Science in Grade V SDN 2 Sindue Tobata Zain Rahmat Mudzakir; Sinta Satria Dewi Pendit; Sisriawan Lapasere; Abdul Rahman; Putriwanti Putriwanti
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.844-858

Abstract

The integration of digital learning media has become an important strategy for improving student engagement and learning outcomes in elementary education. However, the use of game-based learning platforms such as Quizizz remains limited in elementary science classrooms. This study aimed to examine the effect of Quizizz learning media on the science learning outcomes of fifth-grade students at SDN 2 Sindue Tobata. A quantitative pre-experimental approach using a One Group Pretest–Posttest Design was employed. The participants consisted of 20 fifth-grade students selected through saturated sampling. Data were collected using validated achievement tests and analyzed through descriptive statistics, the Shapiro–Wilk normality test, the Paired Sample t-test, and the normalized gain (N-Gain) test. The findings indicate that Quizizz significantly improved students' science learning outcomes while increasing their motivation, participation, and engagement during classroom activities. The learning improvement reached a moderate level of effectiveness, demonstrating that Quizizz is an effective digital learning medium. This study provides empirical evidence supporting the integration of game-based learning media to promote student-centered science learning in elementary schools.
Application of the Quantum Teaching Learning Model to Improve Mathematics Learning Outcomes in Grade IV Students at SD Inpres 3 Tondo Umul Khairah; Azizah Azizah; Khairunnisa Khairunnisa; Abdul Rahman; Sukri Sukri
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.895-910

Abstract

This research aims to improve the learning outcomes of mathematics students in grade IV of SD Inpres 3 Tondo through the application of the Quantum Teaching learning model. This research uses the Classroom Action Research (PTK) method which is carried out in two cycles. Each cycle consists of the stages of planning, implementation of actions, observation, and reflection. The research subjects amounted to 34 grade IV students of SD Inpres 3 Tondo. Data collection techniques are carried out through tests, observations, and documentation. Data were analyzed using quantitative and qualitative analysis. The results of the study showed that there was an increase in students' mathematics learning outcomes in each cycle. In the pre-action stage, the average score of students was 45.74 with classical learning completeness of 5.9%. After the application of the Quantum Teaching model in cycle I, the average score increased to 71.76 with classical learning completeness of 67.65%. In cycle II, the average score increased again to 79.12 with classical learning completeness reaching 91.18%. These results show that the application of the Quantum Teaching learning model is able to improve the mathematics learning outcomes of grade IV students of SD Inpres 3 Tondo. Thus, the Quantum Teaching model can be one of the effective learning alternatives to improve the understanding and learning outcomes of mathematics in elementary school.
Teachers' Strategies for Motivating Grade III Students with Learning Difficulties at SD Alkhairaat Mamboro Wanda Visqiyah; Abdul Rahman; Nuraini Nuraini; Azizah Azizah; Sukri Sukri
Journal of Educational Sciences Vol. 10 No. 9 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.9.p.1-20

Abstract

Learning difficulties may affect elementary school students’ classroom engagement and participation, highlighting the need for adaptive instructional practices. This study aimed to describe the instructional strategies employed by a Grade III teacher to support students experiencing learning difficulties and to explore their learning responses. A qualitative descriptive approach was conducted in one Grade III classroom at SD Alkhairaat Mamboro, Indonesia, involving one teacher and students as the context of observation. Data were collected through classroom observations, semi-structured interviews, and documentation and analyzed through data reduction, data display, and conclusion drawing. The findings revealed that the teacher employed adaptive instructional strategies, including simple and age-appropriate language, classroom management, individualized guidance, instructional media, collaborative group work, interactive questioning, and positive reinforcement through praise and rewards. These strategies were associated with positive learning responses, including greater attention, active participation, willingness to complete learning tasks, and confidence in answering questions. The findings suggest that these practices were observed alongside a supportive classroom environment that encouraged student participation and engagement. Given the qualitative descriptive design, the findings are context-specific and do not establish a causal effect on students’ learning motivation.
The Effect of the Use of Canva Interactive Media on the Critical Thinking Ability of Science Learning Students in Class VI of SD Inpres 1 Tondo Sri Novriyanti; Azizah Azizah; Nuraini Nuraini; Abdul Rahman; Roberto Rolly Bulalong
Journal of Educational Sciences Vol. 10 No. 9 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.9.p.429-440

Abstract

Critical thinking is an essential competency that should be developed in elementary education to support students in solving problems and making informed decisions. However, students' critical thinking skills in Natural and Social Sciences (IPAS) remain relatively low due to the limited use of interactive digital learning media. This study aimed to examine the effect of Canva-based interactive learning media on the critical thinking skills of sixth-grade students at SD Inpres 1 Tondo. A quantitative approach with a pre-experimental method employing a One Group Pretest–Posttest Design was used. The participants consisted of 14 sixth-grade students selected through total sampling. Data were collected using a multiple-choice critical thinking test and analyzed using descriptive statistics and the Paired Sample t-test with SPSS version 25. The findings revealed that the mean score increased from 61.79 on the pretest to 71.79 on the posttest, representing an improvement of 10.00 points. The Paired Sample t-test indicated a statistically significant difference between the pretest and posttest scores (p < 0.001). These findings demonstrate that Canva-based interactive learning media effectively enhance students' critical thinking skills and can serve as an innovative digital learning medium to support more engaging and meaningful IPAS instruction in elementary schools.
Yojo Game-Based Learning: A Kaili Local Wisdom Approach to Strengthening Pancasila Values Jamaludin Jamaludin; Shofia Nurun Alanur; Abdul Rahman; Sunarto Amus; Loso Judijanto; Arif Saefudin; Abdelghani Yahyaoi
Journal of Innovation in Educational and Cultural Research Vol 7, No 4 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i4.3170

Abstract

In the digital age, the process of internalizing national values faces various challenges due to the dominance of conventional and contextually deficient learning approaches. This study aims to examine the effectiveness of the Yojo digital game-based learning model, which integrates Kaili local wisdom, in strengthening students' understanding of Pancasila values. This study employs a quantitative approach using a quasi-experimental one-group pre-test–post-test design involving 20 students at MAN 1 Kota Palu. Data were collected using cognitive tests and perception questionnaires and analyzed using descriptive statistics, N-Gain Scores, and paired-samples t-tests. The results indicate an improvement in student learning outcomes, with the average score increasing from pre-test to post-test and a moderate N-Gain score. Students' perceptions of the Yojo game's use also fell into the high-to-very-high categories, particularly regarding engagement, motivation, and ease of understanding the material. These findings indicate that integrating local wisdom into game-based learning effectively enhances students' understanding and fosters meaningful, culturally contextual learning experiences. This study contributes to the development of a culturally grounded digital learning model that is responsive to contemporary educational needs.
Co-Authors Abdelghani Yahyaoi Akina Akina Ammar Abdullah Joni Guci Andi Imrah Dewi Andi Nur Isnayanti Aprilina Rizqi Auliya Arif Saefudin Azizah Azizah Azizah Azizah Azizah Azizah Azizah Azizah Bulalong, Roberto Rolly Dikrawansa Ma&#039;asi Eva Setya Rini Feibe Sido Risa Gustina M Yusup Jamaludin Jamaludin Karismah Nadia Amelia Kasmudin Mustapa Khairunnisa Khairunnisa Khairunnisa Khairunnisa Komang Mayoni Kurniawati Mengkido Lisnasari, Srie Faizah Loso Judijanto Lukman Nadjamuddin Mas&#039;adi Mas&#039;adi Mas'adi Mas'adi Melyani Sari Sitepu Melyani Sari Sitepu Minarni Nontji Muhammad Fasli Muhammad Zaky Muslim AR Muslim AR Mutia Febriyana Nashrullah . Nashrullah Nashrullah Nggolaon, Mufida Ni KadekVianSusani Putri Niluh Dewi Martini Nur Hasanah Nur Rahmah Nur Salsa Aurelya Nuraini Margareta Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nuraini Nurdiana Theresya Nurgan Tadeko Nurliyan Nurliyan Nursakinah Nursakinah Nurul Fitriah Aras Pahriadi Putri Inayah H.S Putriwanti Putriwanti Roberto Rolly Bulalong Ryan Andika Pratama Sahrul Saehana Sani, Nurul Kami Sarintan Nurcahyati Kaharu Shofia Nurun Alanur Sinta Satria Dewi Pendit Sinta Satria Dewi Pendit Sinta Satria Dewi Pendit Sinta Satria Dewi Pendit Sinta Satria Dwi Pendit Sisriawan Lapasere Sri Novriyanti Sri Wahyuni Suci Safitri, Suci Sukri Sukri Sukri Sukri Sukri Sukri Sunarto Amus Syamsul Bahar Trisilawati A. Aban Umul Khairah Wanda Visqiyah Widyastuti Widyastuti Windayanti Windayanti Yuli Rahmawati Zain Rahmat Mudzakir Zantika Zulmi Zulnuraini Zulnuraini Zulnuraini Zulnuraini Zulnuraini