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All Journal Jurnal Konseling dan Pendidikan Pedagogia: Jurnal Pendidikan Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Al-Jabar : Jurnal Pendidikan Matematika Jurnal Penelitian Pendidikan IPA (JPPIPA) PEDAGOGIA Jurnal SOLMA 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 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 Fenghuang: Jurnal Pendidikan Bahasa Mandarin Jurnal Pendidikan MIPA
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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.
Analisis kebutuhan: bumper videos interaktif etnografis dengan pendekatan gamifikasi di sekolah dasar Savitri, Dewinta Aulia; Aswasulasikin , Aswasulasikin; Raharjo, Makmum
Jurnal Konseling dan Pendidikan Vol. 13 No. 3 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1177100

Abstract

This study aims to analyze the needs for developing ethnographic bumper videos based on gamification in Natural and Social Science (IPAS) learning at the elementary school level. A descriptive qualitative approach was employed involving 12 teachers and 324 students from three elementary schools in Palembang. The instrument was constructed based on six main aspects pedagogical, technical, cognitive, aesthetic, socio-cultural, and evaluative integrated across four components: students, teachers, media, and instructional design. Data were collected through observation, semi-structured interviews, and questionnaires, then analyzed using percentage techniques and Spearman’s rank correlation. The findings revealed that all aspects were in the high to very high category, with strong positive correlations (rs = 0.67–0.78) between school-based learning needs and home learning activities. Cognitive and aesthetic aspects emerged as the dominant needs, emphasizing the importance of visually engaging designs that enhance information processing efficiency. These results affirm that multidimensional needs analysis is essential for developing digital learning media that are contextual, adaptive, and aligned with the Merdeka Curriculum, contributing to effective and culturally relevant learning experiences.
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.