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All Journal Publikasi Pendidikan Jurnal Konseling dan Pendidikan Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar Pedagogia: Jurnal Pendidikan Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Al-Jabar : Jurnal Pendidikan Matematika Al Ishlah Jurnal Pendidikan Jurnal Penelitian Pendidikan IPA (JPPIPA) PEDAGOGIA Jurnal SOLMA Jurnal PIPSI: Jurnal Pendidikan Ilmu Pengetahuan Sosial Indonesia Journal of Education and Instruction (JOEAI) Jurnal Ilmiah Pendidikan dan Pembelajaran Jurnal EDUTECH Undiksha Aulad : Journal on Early Childhood Jurnal Ilmu Pendidikan (JIP) STKIP Kusuma Negara Jurnal Paedagogy Jurnal Darma Agung Jurnal Pedagogi dan Pembelajaran Eduproxima : Jurnal Ilmiah Pendidikan IPA ABDIMASY: Jurnal Pengabdian dan Pemberdayaan Masyarakat These proceedings represent the work of researchers participating in The International Conference on Elementary Education (ICEE) which is being hosted by the Elementary Education Study Programme School of Postgraduate Studies, Universitas Pendidikan Pahlawan : Jurnal Ilmu Pendidikan, Sosial dan Budaya LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Dharmas Education Journal (DE_Journal) Multidiciplinary Output Research for Actual and International Issue (Morfai Journal) SITTAH: Journal of Primary Education Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Jurnal Cakrawala Pendas Jurnal Pengabdian Mandiri Journal of Educational Sciences Journal of Innovation and Research in Primary Education Jurnal Dimensi Seni Rupa dan Desain Borobudur Educational Review JURNAL MUARA PENDIDIKAN Indonesian Research Journal on Education JS (Jurnal Sekolah) Jurnal Penelitian Pendidikan Indonesia Fenghuang: Jurnal Pendidikan Bahasa Mandarin Jurnal Pendidikan MIPA Al Ibtida: Jurnal Pendidikan Guru MI
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Penerapan Model TGT Berbantu Media Puzzel untuk Meningkatkan Hasil Belajar Peserta Didik pada Pembelajaran IPAS Kelas 5 di SD Negeri 78 Palembang Sari, Luh De Wulan; Raharjo, Makmum; Rudiansyah, Rudiansyah
Indonesian Research Journal on Education Vol. 4 No. 4 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i4.1852

Abstract

Penelitian ini bertujuan untuk memperbaiki hasil belajar siswa pada mata pelajaran IPAS untuk kelas V dengan menggunakan model TGT yang dibantu oleh media puzzle di SD Negeri 78 Palembang. Subjek penelitian terdiri dari 28 siswa kelas V. Metode pengumpulan data yang digunakan meliputi observasi, dokumentasi, dan tes. Pada pra-siklus, persentase ketercapaian siswa adalah 42,86%. Namun, pada siklus kedua, persentase ketercapaian siswa hampir mencapai 100% dengan angka 92,86%. Hal ini menunjukkan bahwa penerapan model TGT dengan bantuan media puzzle dapat meningkatkan hasil belajar siswa kelas V dalam mata pelajaran IPAS.
Pengembangan E-LKPD Berbasis Website Liveworksheets dengan Model Discovery Learning pada Pembelajaran IPAS di Sekolah Dasar Putri, Mukhlisah; Raharjo, Makmum
SITTAH: Journal of Primary Education Vol. 5 No. 1 (2024): SITTAH: Journal of Primary Education
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LP2M) IAIN Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/sittah.v5i1.2653

Abstract

This research aims to develop an E-LKPD based on a liveworksheets website with a discovery learning model in elementary schools (SD). This research uses the ADDIE model development research procedure. Material expert validators and design experts validate the products. The experts' validation results categorized the E-LKPD development product as very valid. The results of this research show an excellent response from the three categories of trial groups: individual students (93%), small groups (97%), and teachers (98%). That is evidenced by the N-Gain value of 0.58, which is included in the moderate category. Thus, the E-LKPD product based on the liveworksheets website with the discovery learning model is suitable for the learning process.
Development of Interactive Infographic Media Assisted by Google Sites with Cooperative Learning Model for Elementary School Students Rosyada, Dini Alya; Raharjo, Makmum; Suratmi, Suratmi
Jurnal Paedagogy Vol. 12 No. 2 (2025): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i2.15284

Abstract

This study aims to develop interactive infographic learning media based on Google Sites that integrates cooperative learning models on food chain material for fifth grade elementary school students. The type of research used is development research with the ADDIE model consisting of the stages of Analysis, design, development, implementation, and evaluation. Data collection techniques used are observation, interviews, documentation, needs analysis, validation sheets, response questionnaires, and tests. The results of this study indicate that interactive infographic learning media based on Google Sites is effective and practical to use, with an N-gain score reaching 0.838452, which is included in the high category. This study shows that interactive infographic media can improve students' understanding of concepts and mastery of material, so it is suitable for use in the learning process.
Developing Interactive Game-Based Learning Media to Enhance Conceptual Understanding of the Human Digestive System in Elementary Education Mutiara, Mutiara; Safitri, Erna Retna; Raharjo, Makmum; Hamzah, Mahizer
Jurnal Pendidikan MIPA Vol 26, No 4 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i4.pp2191-2208

Abstract

This study aims to develop interactive game-based learning media on the human digestive system for elementary school students and to test the validity, practicality, and potential effectiveness of the media. The development model used is the Rowntree model, which consists of three main stages: planning, development, and evaluation. This model emphasizes systematic and structured media development to ensure effective learning. Formative evaluation is conducted using the Tessmer model, which includes one-to-one and small-group trials. The media's validity was assessed by media, content, and language experts, while its practicality was tested through one-to-one and small group evaluations. Potential effectiveness of the media was measured through field testing by comparing pre-test and post-test scores. The media's validity was assessed using percentage scores of 97.7%, 87.61%, and 94.81% from media, content, and language experts, with an overall average of 93.41%, which is categorized as very valid. The practicality aspect received a score of 88.55%, indicating it is highly practical. The field test results showed an average post-test score of 85.11 and an N-Gain of 0.72, both of which are considered high. Based on these results, it can be concluded that the interactive game-based learning media has high validity, practicality, and effectiveness. This media contributes explicitly to Science and Social Studies learning through an innovative gamification approach, distinguishing it from previous studies. The use of this media not only enhances students' understanding of the human digestive system but also introduces a fun and interactive learning method, providing a new learning experience for elementary school students. The novelty of this study lies in the gamification design developed to facilitate an understanding of abstract concepts related to the human digestive system, in accordance with cognitive learning theory. This design integrates visual and audio elements to support dual coding. Additionally, this media is also designed for offline use. Keywords: development, learning media, interactive educational game, elementary school, human digestive system.
Development and effectiveness of AI-assisted animated video media on students’ understanding of cuboid and cube concepts in elementary mathematics Musfiroh, Ani; Raharjo, Makmum; Siahaan, Sardianto Markos
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 2 (2025): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i2.29269

Abstract

Purpose: The study aims to develop and evaluate an AI-assisted animated video designed to improve elementary students’ understanding of cuboid and cube concepts. The research responds to the persistent difficulty young learners face in visualizing three-dimensional objects and seeks to provide a learning medium that is valid, practical, and instructionally effective. Method: The development process followed the ADDIE framework, involving needs analysis, media design, production, classroom implementation, and evaluation. Data were gathered through observations, interviews, expert reviews, student questionnaires, and learning outcome tests. Three experts assessed the media’s content accuracy, visual quality, and language clarity. The effectiveness of the media was examined using a pretest–posttest design with experimental and control groups, and the Mann–Whitney U test was applied due to non-normal score distributions. Findings: The expert validation procedures produced an average score of 92.33 percent, indicating a high level of validity across content, presentation, and linguistic dimensions. Student responses yielded a practicality rating of 89.22 percent, showing that the media was easy to use and engaging. The experimental group achieved a higher posttest mean score of 84.00, compared with 57.60 in the control group. Statistical analysis confirmed a significant difference between the groups (p < 0.05), demonstrating that the animated video supported clearer conceptual understanding of cuboid and cube topics. Significance: The findings highlight the pedagogical benefits of integrating AI-generated visual representations into early mathematics instruction. The media helped reduce abstraction barriers, matched the cognitive needs of young learners, and proved to be a promising digital resource for foundational geometry learning. The study contributes an empirically supported model for future AI-enhanced educational media development within mathematics education.
Interactive Infographics in Religious Education: A Needs Assessment for Junior High School Students Januri Januri; Makmum Raharjo; Dwi Hasmidyani
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6227

Abstract

Religious education plays a crucial role in shaping students' moral character. However, traditional teaching methods often fail to engage students effectively. This study investigates the potential of interactive infographic-based learning media in enhancing students’ understanding of religious concepts and fostering respect for parents and teachers. This qualitative-descriptive study was conducted at SMP IT Darussalam Lahat with 35 students, 4 teachers, and 6 parents. Data were collected through 12 semi-structured interviews, classroom observations over three months, and documentation analysis. Thematic coding was employed to analyze media effectiveness, student engagement, and character development. Findings indicate a strong need for interactive and visually engaging media in religious education. Respondents emphasized that infographic-based learning materials enhanced student comprehension and engagement. Teachers and parents observed improvements in students’ attitudes, particularly in showing respect towards parents and teachers. The results highlight the effectiveness of interactive infographics in making religious education more accessible and engaging. By integrating visual and interactive elements, students develop a deeper understanding and stronger connection to religious values. This study suggests that incorporating such media can significantly enhance moral education outcomes. Interactive infographic-based media effectively supports religious character development by improving comprehension and engagement. The study provides insights for future research and the broader application of digital media in religious education.TRANSLATE with x EnglishArabicHebrewPolishBulgarianHindiPortugueseCatalanHmong DawRomanianChinese SimplifiedHungarianRussianChinese TraditionalIndonesianSlovakCzechItalianSlovenianDanishJapaneseSpanishDutchKlingonSwedishEnglishKoreanThaiEstonianLatvianTurkishFinnishLithuanianUkrainianFrenchMalayUrduGermanMalteseVietnameseGreekNorwegianWelshHaitian CreolePersian //  TRANSLATE with COPY THE URL BELOW Back EMBED THE SNIPPET BELOW IN YOUR SITE Enable collaborative features and customize widget: Bing Webmaster PortalBack//
ANALYSIS OF THE NEEDS OF AI-BASED ANIMATED VIDEOS AS A LEARNING AID MEDIA FOR THE LOCAL WISDOM BLOCKS AND CUBES MATERIAL OF MUSI BANYUASIN TRADITIONAL HOUSES IN ELEMENTARY SCHOOLS Ani Musfiroh; Makmum Raharjo; Sardianto Markos Siahaan
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 4 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i4.3218

Abstract

Transformasi paradigma pembelajaran di jenjang sekolah dasar menuntut inovasi media pendidikan yang tidak hanya adaptif terhadap perkembangan teknologi, namun juga relevan dengan konteks budaya lokal. Penelitian ini berfokus pada analisis kebutuhan pengembangan video animasi berbantuan Artificial Intelligence (AI) untuk materi geometri spasial, diintegrasikan dengan kearifan lokal rumah adat Musi Banyuasin, khusus bagi siswa kelas 2 SD. Studi ini bertujuan untuk mengidentifikasi potensi media inovatif ini dalam menciptakan pengalaman belajar yang lebih kontekstual dan efektif. Pendekatan yang digunakan adalah deskriptif kuantitatif dengan metode survei. Penelitian melibakan 150 siswa dan 100 guru SD di wilayah kecamaan Sungai Lilin dan Babat Supat, Kabupaen Musi Banyuasin Sumatra Selatan. Hasil analisis menunjukkan bahwa 87% guru merasa media pembelajaran yang tersedia saat ini belum kontekstual dan masih abstrak sehingga menyulitkan siswa untuk memahami bentuk dan fungsi geometri spasial secara konkret. Sementara itu, 97% siswa menunjukkan antusiasme yang tinggi terhadap penggunaan media visual bergerak, dan 97% menyatakan lebih mudah memahami materi melalui animasi yang menyajikan contoh nyata dari lingkungan budayanya. Selain itu, sekolah belum memiliki media digital tematik yang memanfaatkan kecanggihan AI untuk mempermudah visualisasi objek spasial. Temuan ini menegaskan perlunya pengembangan video animasi yang kontekstual, interaktif, dan berbasis budaya lokal sebagai upaya peningkatan kualitas pembelajaran tematik dan penguatan literasi spasial serta karakter budaya peserta didik sejak dini.
Analysis of Media Needs Based on Visual Ethnography in Social Studies Learning in Junior High School Makhsunah, Makhsunah; Jaenudin, Riswan; Raharjo, Makmum
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2636

Abstract

This study aims to analyze the needs of teachers and students for Visual Ethnography-based learning media in social studies learning in junior high schools. The Visual Ethnography approach offers a solution by presenting social and cultural data in an authentic and contextual visual form. The research method employed is a quantitative descriptive approach, supplemented by qualitative data. The research subjects consisted of 17 teachers and 211 junior high school students from nine schools in Sungai Lilin, Bayung Lencir, and Tungkal Jaya Districts, Musi Banyuasin Regency, South Sumatra Province. Data was collected through a needs questionnaire distributed using Google Forms, as well as interviews to obtain a more comprehensive picture of media needs. The results showed that students' needs for interactive, contextual, and visually based learning media related to local culture were in the high to very high category, with an average percentage of 86–93%. In contrast, the need for teachers in this aspect was in the range of 78–88%. The expected media include infographics, ethnographic videos, and visual narratives that are easy to understand and relevant to the student's learning experience. These findings confirm that Visual Ethnography-based media can increase learning engagement, understanding of social concepts, and appreciation of cultural diversity. The implications of this study highlight the need to develop innovative learning media based on Visual Ethnography to enhance social studies learning that is more meaningful, contextual, and aligned with the characteristics of junior high school students.
An Need of Analyze for Developing Interactive Multimedia Based on Local Wisdom in The Teaching of "Senjang" as Part of Cultural Arts Education in Elementary Schools Khotimah, Khusnul; Raharjo, Makmum; Yadi, Farhan
Jurnal PIPSI (Jurnal Pendidikan IPS Indonesia) Vol 11, No 1 (2006): VOLUME 11 NUMBER 1 JANUARI 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpipsi.v11i1.7339

Abstract

This research aims to analyze the need for developing interactive multimedia based on local wisdom in the teaching of Senjang within Cultural Arts education at the elementary school level. The novelty of this study lies in its specific focus on Senjang as a form of local oral literature that has received limited attention in the development of elementary school learning media, positioning it as both cultural heritage and an instructional resource. The research was motivated by students’ low understanding of local cultural arts content, declining interest in Senjang, and the absence of adequate and engaging instructional media. A descriptive quantitative approach was employed, with data collected through questionnaires administered to 32 participants consisting of 30 students and 2 teachers. The results indicate a strong demand for interactive multimedia learning media, with students reporting increased interest, understanding, and engagement, while teachers found such media helpful in delivering the material. The needs analysis showed that students’ needs reached 96.8 percent, teachers’ needs 98.33 percent, and media needs 93.33 percent, all categorized as highly needed. These findings emphasize the importance of developing interactive, culturally rooted learning media to support the preservation of Senjang as local oral literature and to improve the quality of cultural arts education in elementary schools
ANALISIS KEBUTUHAN KARTU INTERAKTIF BERBASIS AR TEMA HEWAN DARAT BUAS SEBAGAI MEDIA LITERASI ANAK USIA DINI Jelita Padillah, Ines; Sumarni , Sri; Raharjo, Makmum
JS (JURNAL SEKOLAH) Vol. 10 No. 1 (2025): DESEMBER 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/js.v10i1.71762

Abstract

Abstract: This study aims to analyze the need for developing Augmented Reality (AR)-based interactive card media on the theme of wild land animals to support early childhood literacy. A descriptive quantitative method was employed involving 24 early childhood education teachers using Likert-scale questionnaires and written interviews. The results reveal a significant need across all aspects, including learning media needs (83.17%), interest in interactive media (90%), suitability to children’s characteristics (86.04%), and support for AR media development (85.56%). Interview findings confirm that AR-based media are highly needed as they provide concrete, safe, and engaging learning experiences suited to early childhood characteristics.  Keyword: Interactive Cards, Augmented Reality, Literacy Learning, Early Childhood, Wild Terrestrial Animals  Abstrak: Penelitian ini bertujuan menganalisis kebutuhan pengembangan media kartu interaktif berbasis Augmented Reality (AR) pada tema hewan darat buas untuk mendukung literasi baca-tulis anak usia dini. Metode yang digunakan adalah deskriptif kuantitatif dengan melibatkan 24 guru PAUD melalui angket skala Likert dan wawancara tertulis. Hasil analisis menunjukkan adanya indikasi kebutuhan yang signifikan pada seluruh aspek, meliputi kebutuhan media pembelajaran (83,17%), ketertarikan terhadap media interaktif (90%), kesesuaian media dengan karakteristik anak (86,04%), dan dukungan pengembangan media AR (85,56%). Temuan wawancara menguatkan bahwa media AR sangat diperlukan karena mampu menghadirkan pengalaman belajar yang konkret, aman, dan menarik sesuai karakteristik belajar anak usia dini. Kata Kunci: Kartu Interaktif, Augmented Reality, Literasi baca tulis, Anak Usia Dini, Tema hewan darat
Co-Authors Abdurahman, Fuad Adeng Slamet Adeng Slamet Amalia, Sherly Amriansyah Alfia Amriansyah Alfia Andriani, Dian Sri Ani Musfiroh Ardi Saputra Asawasulakin, Asawasulakin Aswasulasikin Aswasulasikin Aswasulasikin Aswasulasikin Azizah Husin Berty Yustiani Budiansyah Budiansyah Bunda Harini Daria, Jasum Novi Deka Susnita Deris Stiawan Dewinta Aulia Savitri Dini, Rusfi Rama Dwi Hasmidyani Efendi, Chandra Eprilia, Winda Erna Retna Erna Retna Safitri Erna Retna Safitri Erna Retna Safitri Ernawati Ernawati Ernawati Esti Susiloningsih Fakhili Gulo Farida Farida Fatahillah, Deden Nur Fatoni Agus Setiawan Freshy Loisan Pandesha Fuad Abd. Rachman, Fuad Abd. Hamzah, Mahizer Harlin harlin, harlin Hartono Hartono Hartono HASNIYATI, SYARI Heristiyana, Heristiyana Herlambang, Yoanita Andofjul Hermi Yanzi Hesti Wahyuni Anggraini, Hesti Wahyuni Humairo, Humairo Ilham Arya Susanto Intan Triasari Januri Januri Jasum Novi Daria Jelita Padillah, Ines Jumadi, Riduan Suma Karhada Karhada Ketang Wiyono Ketang Wiyono khusnul khotimah Krisnatalety, Krisnatalety Kurniasari, Dita L.R. Retno Susanti M Sofwan Maharani, Siti Dewi Makhsunah, Makhsunah Marita, Raini Masyitoh, Maulida Maya Novitasari Musfiroh, Ani mutiara mutiara Nur Islamia Nur Islamia Nuraini Usman Nurhasan Nurhasan, Nurhasan Oktarina, Santi Ori Yunarto Perawati Perawati Pitaloka, Fifit Pulungan , Marwan Putri, Mukhlisah Rahmi Susanti Rahmi Susanti Rahmi Susanti Rahmi Susanti Raini Marita Ranita Sari Ria Amalia Rika Damayanti Rimayani, Dwi Riswan Jaenudin Riswan Jaenudin Rita Inderawati Rosyada, Dini Alya Rudiansyah Rudiansyah Safitri, Erna Retna Safitri, Mazda Leva Okta Santi Oktarina Saputra, Ardi Sardianto Markos Siahaan Sardianto Markos Siahaan Sardianto Markos Siahaan, Sardianto Markos Sari, Luh De Wulan Sary Silvhiany Sela Juliyanti Solina, Eva Somakim, Somakim Sri Sumarni Sri Sumarni Sumarni , Sri Suningsih, Taruni Suratmi Suratmi, Suratmi Susanti, L. R. Retno Susanti, LR. Retno Syahria Fardinelly Syafar Syarifuddin Tania, Ayu Tita Ratna Wulan Dari Trayati, Erni Tri Sari Yanti Tri Yanti Sari Umi Chotimah Usman, Nuraini Wargadalem, Farida R Waty, Evy Ratna Kartika Wulandari Wulandari Yadi, Farhan Yosef Barus Yosef Yosef Yulasteriyani, Yulasteriyani Yulia Various Putri