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All Journal Jurnal Penelitian dan Pengembangan Pendidikan Publikasi Pendidikan Primary: Jurnal Pendidikan Guru Sekolah Dasar QUANTUM: Jurnal Inovasi Pendidikan Sains IJIET (International Journal of Indonesian Education and Teaching) Scholaria: Jurnal Pendidikan dan Kebudayaan Phinisi Integration Review Pendas : Jurnah Ilmiah Pendidikan Dasar Pedagogik Journal of Islamic Elementary School Lectura : Jurnal Pendidikan International Journal of Community Service Learning Journal of Education Action Research Kwangsan: Jurnal Teknologi Pendidikan Education and Human Development Journal Jurnal Eduscience (JES) Aksara: Jurnal Ilmu Pendidikan Nonformal Journal of Classroom Action Research Jurnal Dedikasi Epistema APPLICATION: Applied science in Learning Research Seminar Nasional Pengabdian Kepada Masyarakat Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Journal of Health, Education, Economics, Science, and Technology (J-HEST) International Journal of Learning Reformation in Elementary Education Electronic Journal of Education, Social Economics and Technology Action Research Journal Indonesia (ARJI) Seminar Nasional Hasil Penelitian LP2M UNM Jurnal Akselerasi Merdeka Belajar dalam Pengabdian Orientasi Masyarakat (Jurnal AMPOEN) Walada: Journal of Primary Education Juara SD : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Journal of Education and Computer Applications International Journal of Research in Education (IJRE) JAMP International Journal of Educational Practice and Policy
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Wordwall Integration in Learning: Is it Effective in Encouraging Student Activity? Uzdah Fikri Annisa; Wawan Krismanto; Ritha Tuken; Yonathan S. Pasinggi
International Journal of Research in Education Vol. 5 No. 1 (2025): Issued in January 2025
Publisher : LPPM Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/ijre.v5i1.1210

Abstract

Technology has become part of a strategy to improve the quality of learning, including in elementary schools. However, the specific influence on student learning activity still needs to be proven empirically. This study aims to measure the effectiveness of Wordwall integration in learning to encourage increased student learning activity by comparing student learning activities that integrate Wordwall with conventional learning. This study uses a quasi-experimental design in the form of a posttest-only control design. The population in this study were all students of 4th grade SDN 3 Parepare, as many as 108 people, while the sample used was class 4.1 as an experimental class with 37 students and 4.2 as a control class with 36 students. The treatment given to the experimental class was to integrate Wordwall during the learning process from the beginning to the end of learning. The research data were obtained from the posttest of the observation results of learning activity by observers in the experimental and control classes. The data analysis technique was the Independent Sample T-test. The result is that students in classes that integrate Wordwall into their learning have better learning activities. The inferential statistical analysis results showed Sig (2-tailed) = 0.00 <0.05, so H0 was rejected and H1 was accepted. Thus, this study concludes that there is a difference in learning activity between students taught with the integration of Wordwall game media and students taught with conventional media. Wordwall integration into learning can effectively encourage learning activity. Future researchers can examine more in-depth aspects related to the use of Wordwalls in elementary school learning, such as cognitive aspects, challenges and barriers.
The Effect of the Puzzle-Media-Assisted Problem-Based Learning Model on the Science Learning Activity of Class V Students Muslimin, Muslimin; Krismanto, Wawan; Khaeriyah, Ummul
Journal of Education and Computer Applications Vol. 2 No. 1 (2025)
Publisher : Institute Of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/jeca.v2i1.22

Abstract

This study aims to analyze the influence of the problem-based learning model (PBL) supported by puzzle media on the learning activity of students in science subjects in class V UPT SD Negeri 3 Otting, Sidrap Regency. The research method used was a quantitative experiment with a one-group pretest-posttest design. Data collection was carried out through observation sheets assessed by observers, then analyzed using descriptive and inferential statistics with a paired sample t-test. The results of the study show that the application of the Problem-Based Learning (PBL) model assisted by puzzle media can significantly increase students' learning activity. Learners become more active in asking questions, participating in group discussions, as well as showing improvements in problem-solving skills. With interesting and interactive problem-based learning, students are more motivated to understand the material and more courageous in expressing opinions. Therefore, the use of the Problem-Based Learning (PBL) model assisted by puzzle media is recommended as an effective learning strategy in increasing the learning activity of students in elementary school.
Android-Based Role-Playing Educational Games to Support Strengthening Children’s Character Education in Elementary School Muhammad Asrul Sultan; Maryam, Muqinah; Wawan Krismanto
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 9 No. 1 (2025): April
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v9i1.82185

Abstract

Strengthening character education in elementary school-age children is still largely carried out through conventional learning media, while the rapid development of technology requires teachers to innovate in developing more interesting and relevant media. This research aims to develop and evaluate the feasibility of role-playing educational games designed to support the strengthening of children's character education in elementary schools. This type of research is research and development that refers to the Borg and Gall models, and follows the development stages of role-playing-based games. The subjects in this study were seven grade IV students who were selected based on their experience playing Android-based games. Data was collected through questionnaires designed to assess three aspects, namely aspects of software engineering, visual communication, and learning design. The instruments were validated by media experts, material experts, and classroom teachers. The data analysis technique uses the Likert scale and the calculation of the percentage of media feasibility based on Arikunto's criteria. The results of the study show that the educational game developed has the main characteristics of being compatible with various versions of Android (Marshmallow to Upside Down Cake), file size of 419 MB, running offline, lasting about 1 hour and 30 minutes, and raising the theme of character education and bullying issues through a light and easy-to-understand storyline. The implication is that teachers can use this educational game as an innovative learning medium to instill character values in a more interesting and contextual way for students.
Students' Perceptions of Teacher Professional Competence: How Does It Correlate with Elementary School Student Learning Achievement? Israwaty, Ila; Ramadhani, Nurqalbi; Krismanto, Wawan
Pedagogik Journal of Islamic Elementary School VOL 8 NO 1 APRIL 2025
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v8i1.6182

Abstract

This research aims to determine the correlation between students' perceptions of Teacher Professional Competence (TPC) and science learning achievement. This research is a quantitative approach with correlation research. The population is 107 students, and there is a sample of 85 students in 5th grade at SD Negeri 3 Parepare, South Sulawesi. Data collection used student perception questionnaires about TPC and student learning achievement tests. The data analysis techniques are correlation analysis and significance testing. The results show that students' perceptions of TPC are relatively high. Apart from that, students' science learning achievements are classified as good. From the results of the correlation analysis, the sig value is obtained. 0.002 ˂ 0.05 or H0 is rejected, and H1 is accepted, with a correlation coefficient value of 0.328. The conclusion is that a significant positive correlation exists between students' perceptions of TPC and science learning achievement.
Children Learning in Science Model Integrated with Project-Based Worksheets on Students' Science Process Skills Alam, Rahim; Israwaty, Ila; Krismanto, Wawan
APPLICATION: Applied science in Learning Research Vol. 5 No. 1 (2025): June 2025
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v5i1.5667

Abstract

The research aims to determine the effect of the Children Learning In Science (CLIS) model integrated with project-based worksheets on students' Science Process Skills (SPS). The approach in this study is a quantitative with a quasi-experimental research type using the Post-test Only Control Group Design. The population is fifth-grade students of SDN 3 Parepare, and the sample used in this study were all students in class V.1 as an experimental class and class V.3 as a control class. Data were obtained by an essay SPS test. The data analysis used was the Independent Sample T-test. The results showed that in the experimental class, in addition to being guided by project-based worksheets, each learning syntax has directed students to carry out project completion procedures using their SPS, such as observing, concluding, classifying, making predictions, and communicating the results. Based on the inferential statistical analysis with the T-Test, it produces a Sig value (2tailed) = 0.000 <0.05. Therefore, H0 is rejected, and H1 is accepted. Thus, there is a difference in SPS in the control and experimental classes. The conclusion is that there is an influence of the CLIS learning model of project-based worksheets on students' SPS.
HIGH INTERACTION OF ELEMENTARY SCHOOL STUDENTS WITH GADGETS: HOW DOES THEIR SOCIAL GROWTH? Faradibah, Faradibah; Krismanto, Wawan; Musfirah, Musfirah; Halik, Abdul; Pasinggi, Yonathan S.; Tuken, Ritha
JURNAL EDUSCIENCE Vol 12, No 4 (2025): Jurnal Eduscience (JES), (Authors from Malaysia, Thailand, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v12i4.7032

Abstract

Purpose – The students who frequently use gadgets tend to be more individualistic and less concerned about the needs of friends or others. This interferes with the formation of social attitudes that are essential for a student's character development. Therefore, this study will describe the phenomenon, focusing on answering research questions: How is the intensity of gadget use among 6th-grade students? Moreover, what is the impact of gadget use on the social attitudes of 6th-grade students?Methodology – Qualitative descriptive methods were used in this study. The participants were 6th-grade students. They were then observed and interviewed in depth, including their parents, teachers, and principal. Data were collected using surveys, interviews, observation, and documentation techniques. The research data were analyzed in three stages: data condensation, data display, and conclusions.Findings – The results showed that the level of gadget use among 6th-grade students at Mentari Public Elementary School, Kota Parepare, South Sulawesi, was relatively high. The high interaction of two students with these gadgets has a significant negative impact on students' social attitudes. The impacts are making them less physically and more focused on gadgets. They experience decreased communication skills, especially in face-to-face situations. They tend to be less confident, less fluent in speaking, and often not focused when invited to communicate. It also distracts students from their responsibilities and makes students more aggressive and less polite when interacting with others.Contribution – Based on research data and a review of various literature, it is evident that high-intensity gadget use poses potential problems for the social growth of elementary school children. This study shows a variety of these problems. This contributes to scientific studies on children's social growth and the use of gadgets among children.
Students' Perceptions of Teacher Professional Competence: How Does It Correlate with Elementary School Student Learning Achievement? Israwaty, Ila; Ramadhani, Nurqalbi; Krismanto, Wawan
Pedagogik Journal of Islamic Elementary School Vol. 8 No. 1 (2025): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v8i1.6182

Abstract

This research aims to determine the correlation between students' perceptions of Teacher Professional Competence (TPC) and science learning achievement. This research is a quantitative approach with correlation research. The population is 107 students, and there is a sample of 85 students in 5th grade at SD Negeri 3 Parepare, South Sulawesi. Data collection used student perception questionnaires about TPC and student learning achievement tests. The data analysis techniques are correlation analysis and significance testing. The results show that students' perceptions of TPC are relatively high. Apart from that, students' science learning achievements are classified as good. From the results of the correlation analysis, the sig value is obtained. 0.002 ˂ 0.05 or H0 is rejected, and H1 is accepted, with a correlation coefficient value of 0.328. The conclusion is that a significant positive correlation exists between students' perceptions of TPC and science learning achievement.
Meningkatkan Motivasi Belajar IPAS Melalui Media Pop-Up Book Pada Siswa Sekolah Dasar Ila Israwaty; Depitriana; Wawan Krismanto
Juara SD : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol. 4 No. 2 (2025): JULI
Publisher : Juara SD : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Motivasi belajar menjadi faktor krusial dalam menunjang keberhasilan belajar siswa. Namun demikian hal ini belum sepenuhnya terjadi di kelas V SD Negeri 92 Bembeng Kabupaten Enrekang, Sulawesi Selatan, sehingga diperlukan sebuah solusi mengatasinya melalui tindakan kelas. Salah satu solusi yang dianggap efektif adalah penggunaan media Pop-Up Book. Dengan demikian tujuan penelitian ini untuk mengetahui penggunaan media pembelajaran Pop-Up Book untuk meningkatkan motivasi belajar IPAS. Penelitian ini merupakan Penelitian Tindakan Kelas dengan siklus yang terdiri atas empat tahap, yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Subyek yang diteliti berjumlah 22 siswa dan 1 guru. Pengumpulan data dilakukan dengan teknik observasi, dokumentasi, dan angket. Hasil penelitian ini menunjukkan bahwa terjadi peningkatan pada proses dan motivasi belajar siswa. Hal ini dapat ditunjukkan pada siklus I peserta didik mulai nampak lebih antusias dan terlibat dalam proses pembelajaran, mulai secara aktif membuka dan mengeksplorasi halaman Pop-Up Book dan memainkan fitur dan elemen Pop-Up Book. Melalui aktivitas tersebut peserta didik dapat memahami materi dengan cara yang lebih interaktif dan menyenangkan. Pada siklus II aktivitas belajar peserta didik semakin baik dalam mengeksplorasi Pop-Up Book dan nampak semakin termotivasi pula dalam mempelajari materi melalui Pop-Up Book. Hasil observasi menunjukkan proses dan motivasi belajar siklus I berkualifikasi Cukup dan siklus II berkualifikasi Baik. Kesimpulannya adalah penggunaan media Pop-Up Book mampu mendorong terjadinya peningkatan proses pembelajaran dan motivasi belajar peserta didik pada kelas V SD Negeri 92 Bembeng, Kabupaten Enrekang.
Quick Response Code in Engklek Traditional Games: Facilitating Challenging and Enjoyable Science Learning in Elementary School Muslimin, Muslimin; Aisya, Nurul; Krismanto, Wawan
Epistema Vol. 6 No. 1 (2025): Vol. 6 No. 1 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i1.84772

Abstract

Science learning in elementary schools requires learning media that facilitate students to explore knowledge in a fun way through games. One of them is through the Engklek traditional games that integrate technology. For this reason, this study aims to develop Engklek traditional games equipped with QR-Code for science learning of photosynthesis material for grade 4 in elementary schools. This study uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. Data was collected through observation, interviews, and questionnaires for validation and practicality tests. Data were analyzed descriptively and quantitatively. The results of this study indicate that from the perspective of teachers and students, media are needed to learn photosynthesis material that can facilitate student activity and involvement. This product was developed using the ADDIE stage, which only includes the analysis, design, and development stages. The characteristics of this media are that it is a banner measuring 200 x 400 cm with a mountain-model. Engklek game design is equipped with a QR-Code card, which is used as an object for presenting material in the form of animated videos, charts, reading tables, and quiz questions. Based on the validity test by material experts and media experts, the product has been categorized as very feasible. Based on the practicality test, the media has also been declared very practical by both teachers and students. Thus, the Engklek traditional games equipped with QR-Code can be recommended for use in science learning of photosynthesis material for grade 4 in elementary schools.
Exploring Indonesia’s Cultural Diversity through A Quick Response Code Quartet Card Game Lukman, Lukman; Yuniarti, Yuniarti; Krismanto, Wawan
APPLICATION: Applied science in Learning Research Vol. 5 No. 2 (2025): October 2025
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v5i2.5804

Abstract

Teaching cultural diversity to students in the modern era requires integration with technology to make it engaging and challenging. For this reason, the study aims to develop learning media in the form of Quartet Cards with QR Code to explore Indonesian cultural diversity for grade 4 elementary school (SD) students. This research and development study uses the ADDIE model. The research background is social science learning for grade 4 in three schools (SD 12, 28, and 51) in Parepare, South Sulawesi, Indonesia. Data were collected through interviews, observations, needs analysis, validation, and practicality test questionnaires. Data analysis was carried out descriptive qualitatively, and quantitatively. The needs analysis showed that teachers and students needed game-based learning media that integrated technology to explore Indonesian cultural diversity. After design and development process, this study has produced a one set of Quartet Cards with QR Code. Based on the product validation test by material and media experts, the product was declared valid. The results of the practicality test by users (teachers and students) also showed that the product was very practical to use for learning. In conclusion, the product is valid & practical for elementary school students who want to explore Indonesian cultural diversity.