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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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Development of Bustarah Media to Introduce Reading and Writing Literacy to Early Children in Historical Tourism Exploration in Palembang Amalia, Sherly; Farida, Farida; Raharjo, Makmum; Sumarni, Sri
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.6430-6446

Abstract

This study aims to develop a historical pocket book (BUSTARAH) as a learning medium to enhance early childhood (AUD) literacy through an educational tourism exploration approach grounded in the local potential of Palembang. The research is motivated by the need for contextual and engaging literacy media that connect children’s learning experiences with real-life environments, particularly through the introduction of historical sites as authentic learning resources. The development process followed the ADDIE model, encompassing needs analysis, design, development, implementation, and evaluation. Validation results indicated a high level of feasibility, with material expert ratings reaching 95%, media experts 100%, language experts 85%, and teacher practicality scores at 97%, demonstrating that BUSTARAH is suitable and easy to use in classroom settings. Its effectiveness was further assessed through learning outcome improvements, reflected in an increase in the average score from 18.5 (pre-test) to 31.2 (post-test), accompanied by an N-Gain score of 0.79 in the moderate category. These findings confirm that BUSTARAH effectively enhances early literacy skills by providing exploratory and meaningful learning experiences aligned with children’s developmental needs, particularly through direct engagement with local cultural and historical heritage.
Development of G-Sites-Based Character Education Media Assisted by Augmented Reality with the PBL Model in Elementary Schools Tri Yanti Sari; Makmum Raharjo; Syarifuddin
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12404

Abstract

This study aims to produce a valid, practical, and effective G-sites-based character education learning media assisted by Augmented Reality with the PBL model in Elementary Schools for student learning outcomes. This study was conducted in grade V of SDN 3 Sukamaju, with 46 students as research subjects. The type of research used is Research Development (RD) with the ADDIE development model and Tessmer Evaluation. Data were collected through interviews, observations, expert reviews, one to one, small groups, and pretest-posttest. The results showed that the average validity by media experts was 85%, validity by material experts was 86%, and validity by language experts was 91% with a very valid category, the practicality score at the one to one stage was 80.66% with a very practical category, and the small group results obtained were 85% including the very practical category. Furthermore, the effectiveness of G-sites-based learning media assisted by Augmented Reality can be seen from the learning outcomes of students measured through field trials in pretest activities of 50.69% and posttest with an average value of 84.56% and N-Gain of 0.77 which is included in the high category. It can be concluded that G-Sites-based learning media assisted by Augmented Reality is proven to be valid, practical, effective and very suitable for use in instilling character education in grade V Elementary School students.
Pengembangan Media Infografis Interaktif Berbasis Discovery Learning Pada Materi Energi Terbarukan Untuk Siswa SD Raini Marita; Deris Stiawan; Makmum Raharjo
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.12689

Abstract

The limitations of visual learning media that are appropriate for the characteristics of elementary school students have an impact on the low level of understanding of abstract science material, such as renewable energy. In the context of the need for a learning approach that supports active engagement and visualization, this study aims to develop interactive infographic media based on Discovery Learning for renewable energy materials for sixth-grade elementary school students. This study employs the Research and Development (R&D) method using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. Validation was conducted by experts in media, language, and content, while practicality and effectiveness were tested through limited trials and field tests involving teachers and students at SD Negeri 1 Pagar Kaya. The results of the study indicate that the developed media meet the criteria for high validity (average >85%), high practicality (average >90%), and effectiveness (N-Gain = 0.72) in enhancing students' understanding. The interactive infographic media developed facilitates the discovery-based learning process in a visual and engaging manner, encouraging students to actively explore concepts related to renewable energy. This study confirms that the integration of interactive visual design and the Discovery Learning approach can be an effective strategy for developing digitally based science learning media at the elementary level.
Correlation Analysis of the Need for Interactive Ethnographic Bumper Videos with Elementary School Students' Home Learning Activities Fatahillah, Deden Nur; Raharjo, Makmum; Asawasulakin, Asawasulakin
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.579-594

Abstract

This study explores the relationship between the need to develop interactive ethnographic bumper videos and the home learning process related to cultural learning at the elementary school level. The method adopted was descriptive quantitative, involving the participation of 330 students and 12 teachers from three elementary schools in South Sumatra. Data collection tools included six dimensions of needs (pedagogical, technical, cognitive, aesthetic, socio-cultural, and evaluative) and 20 indicators of home learning activities. Data collection was conducted through surveys, observations, and interviews, which were then analyzed using percentages and Spearman correlation analysis. The findings of this study indicate that all dimensions are in the high to very high category, with a significant correlation value between media needs in the school environment and home learning activities (rs = 0.70-0.75; p < 0.01). Aesthetic (88.1%) and cognitive (86.7%) aspects were identified as the main priorities in media development. These results emphasize that interactive ethnographic media has a significant role in integrating formal and non-formal learning experiences, as well as supporting the implementation of collaborative learning that is relevant to local culture. Practically, the results of this research form the basis for developing digital learning designs that focus on cultural values, theoretically, strengthening the concept.
Development of IRME based mathematics learning videos integrated local cultural context to enhance sixth grade elementary students’ understanding of mixed arithmetic operations Solina, Eva; Somakim; Wargadalem, Farida R; Raharjo, Makmum
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): 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.v17i1.30272

Abstract

Purpose: This study aims to develop a mathematics learning video based on the Indonesian Realistic Mathematics Education (IRME) approach by integrating the local cultural context of Jumputan Gambo fabric to support sixth-grade elementary students’ understanding of mixed arithmetic operations. Method: This research employed a development research design using the Rowntree model, which consists of planning, development, and evaluation stages. The evaluation stage was conducted using Tessmer’s formative evaluation framework, including self-evaluation, expert review, one-to-one evaluation, small group evaluation, and field testing. Four expert validators assessed the developed learning video in terms of media design, content accuracy, language clarity, and instructional design. Practicality data were obtained through student response questionnaires, while effectiveness was measured using pretest and posttest assessments. The collected data were analyzed using descriptive statistics and normalized gain (N-Gain). Findings: The results indicate that the developed learning video met the criteria of validity, practicality, and effectiveness. Expert validation showed a very valid category with an average score of 92.85%. Practicality results from the one-to-one and small group trials ranged from 92.22% to 100%. The effectiveness test demonstrated an improvement in students’ learning outcomes, with the average score increasing from 56.77 on the pretest to 85.48 on the posttest. The N-Gain value of 0.70 indicates a high level of learning improvement. Significance: The study demonstrates that integrating IRME principles with culturally contextualized video learning supports meaningful mathematics learning and provides practical guidance for teachers in designing contextual mathematics instruction aligned with the Merdeka Curriculum.
Analisis kebutuhan: bumper videos interaktif etnografis dengan pendekatan gamifikasi di sekolah dasar Dewinta Aulia Savitri; Aswasulasikin Aswasulasikin; Makmum Raharjo
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.
Pendampingan Pengembangan Perangkat Pembelajaran Sosiologi Berbasis Deep Learning berbantuan AI dengan Konteks Kearifan Lokal Safitri, Erna Retna; Raharjo, Makmum; Yulasteriyani, Yulasteriyani; Masyitoh, Maulida; Andriani, Dian Sri
Jurnal SOLMA Vol. 15 No. 1 (2026)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v15i1.21281

Abstract

Background: Pendekatan Deep Learning dengan integrasi teknologi Artificial Intelegence (AI) perlu mempertimbangkan konteks kearifan lokal sehingga menjadi kekuatan dalam menanamkan nilai karakter dan relevansi pembelajaran. Akan tetapi guru belum sepenuhnya memiliki literasi digital yang memadai untuk mengintegrasikan unsur teknologi dalam pembelajaran. Kegiatan ini dilakukan untuk meningkatkan pengetahuan dan keterampilan guru Sosiologi dalam mengembangkan perangkat pembelajaran sosiologi berbasis Deep Learning berbantuan AI dengan konteks kearifan lokal. Metode: Metode kegiatan berupa pelatihan dan pendampingan, dengan teknik ceramah, diskusi, serta penugasan. Pengumpulan data dilakukan terhadap 23 peserta pelatihan dengan teknik tes dan non tes. Teknik non tes berupa observasi dan angket dilakukan untuk mengumpulkan data persepsi dan evaluasi terhadap pelaksanaan kegiatan. Sedangkan teknik tes dilakukan dengan memberikan pretest dan posttest. Data yang terkumpul dianalisis secara kualitatif dan kuantitatif. Hasil: Hasil analisis menunjukan bahwa pelatihan dan pendampingan ini dapat secara efektif memberikan pemahaman kepada peserta tentang bagaimana merancang dan mengembangkan perangkat pembelajaran sosiologi berbasis Deep Learning berbantuan AI dengan konteks kearifan lokal. Efektifitas pelatihan secara kuantitatif terlihat dari peningkatan skor rata-rata pretest dan posttest dengan N-gain sebesar 0.74 yang terkategori tinggi. Kesimpulan: Hasil evaluasi juga menunjukan bahwa peserta memberikan respon positif terhadap kegiatan pelatihan sebesar 84.33 % dan tidak mengalami  kesulitan  selama mengikuti kegiatan sehingga dapat mengembangkan perangkat pembelajaran yang memenuhi standar kecukupan yang memadai dengan kategori baik sampai sangat baik pada setiap aspeknya.
Needs Analysis for Developing Google Sites-Based Character Education Media Enhanced with Augmented Reality Using Problem-Based Learning in Indonesian Elementary Schools Tri Sari Yanti; Makmum Raharjo; Syarifuddin Syarifuddin
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.v5i1.2865

Abstract

Character education in elementary schools faces significant challenges in the digital era, including declining student engagement with conventional teaching methods and inadequate integration of character values into curricula. This study aimed to analyze the needs for developing Google Sites-based character education media enhanced with Augmented Reality technology using the Problem-Based Learning approach in Indonesian elementary schools. A quantitative descriptive design with needs analysis was employed, utilizing structured questionnaires distributed to two fifth-grade teachers and 30 fifth-grade students selected through purposive sampling. Data were analyzed using descriptive statistics with percentage calculations and mean score computations across five dimensions: pedagogical, technical, cognitive, aesthetic, and evaluative. Results revealed remarkably high need indicators, with students averaging 94.4% and teachers 90.4% across all dimensions. Students demonstrated universal preference for interactive, visually appealing media with immediate feedback mechanisms, while teachers emphasized sustained professional development needs and embedded assessment tools. These findings validate the critical necessity for integrating technological affordances, pedagogical frameworks, and authentic problem-solving contexts in character education. The study extends the TPACK framework to character education domains and provides evidence-based design specifications for developing innovative, stakeholder-centered learning media that addresses contemporary educational demands in elementary settings.
Bridging the Digital Divide in Elementary Science Education: A Needs Analysis for Developmentally Appropriate E-Learning Media Sela Juliyanti; Sardianto Markos Siahaan; Makmum Raharjo
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.v5i1.2885

Abstract

The integration of technology-enhanced learning in elementary education remains challenging due to limited developmentally appropriate digital media. This study examines stakeholder needs for GlideApps-based e-learning development in elementary IPAS education, specifically for the five senses topic. A convergent parallel mixed-methods design was employed, collecting data from 608 fifth-grade students and 32 teachers across 18 elementary schools in Jejawi District through validated questionnaires utilizing five-point Likert scales. Data were analyzed using descriptive percentages and thematic analysis across six dimensions: pedagogical, technical, cognitive, aesthetic, sociocultural, and evaluative. All stakeholder groups demonstrated high needs (79-91%), with evaluation aspects achieving the highest priority (91.10%), followed by cognitive support (87.20%) and aesthetic design (86.60%). Students exhibited holistic need patterns with minimal variance across dimensions (2.4 percentage points), while teachers prioritized cognitive aspects (85.38%). Sociocultural integration, though still needed (79.30%), ranked relatively lower across all groups.  Findings reveal that elementary learners approach technology-mediated learning more holistically than older students, requiring balanced attention to evaluation systems, multimedia content, visual appeal, technical accessibility, pedagogical alignment, and cultural relevance. The study provides a replicable framework for needs analysis in elementary educational technology contexts and offers evidence-based priorities for developing interactive digital learning media that authentically serve elementary students' developmental characteristics while supporting Indonesian science education goals.
Needs Analysis of AI-Integrated Game-Based Multimedia for Programming Algorithm Material Ranita Sari; Makmum Raharjo; Farhan Yadi
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13983

Abstract

Learning Programming Algorithms, which are abstract, logical, and sequential in nature, often pose challenges for students in understanding concepts optimally. In addition, the use of learning media that does not align with students’ needs becomes an essential factor affecting the success of the learning process. This study aims to analyze the needs for developing gamified multimedia integrated with an AI Chatbot in Programming Algorithm materials that are relevant to students’ learning needs. The research method employs a quantitative descriptive approach through questionnaires distributed to 11th-grade students and teachers at SMAN 1 Sembawa, SMAN 2 Sembawa, SMAN 1 Banyuasin III, and SMAN 2 Plus Banyuasin III. Data analysis was conducted by calculating the percentage of needs based on four aspects: students, teachers, learning media, and instructional design. The results show that the needs of students, teachers, learning media, and instructional design fall into a high category, with percentages of student needs (85.78%), teacher needs (91.85%), learning media needs (89.23%), and instructional needs (80.52%). These findings emphasize the necessity of developing interactive and adaptive learning media. Overall, the development of gamified multimedia integrated with an AI Chatbot is considered an appropriate alternative to address these needs, as it can provide instant feedback through the AI chatbot and enhance student engagement through gamification. This media is expected to help students understand abstract concepts in Programming Algorithms, increase motivation and engagement, and promote more meaningful learning.
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