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Improving Fourth-Grade Students' Learning Outcomes in Science and Social Studies Through Numbered Heads Together Siti Kurnia; Nashrullah Nashrullah; Muslim AR Muslim AR; Abdul Rahman; Sri Wahyuni; Surahman Wilade
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.v5i1.3059

Abstract

Persistent challenges in elementary science education, including teacher-centered pedagogy, low student engagement, and inadequate learning outcomes, necessitate pedagogical innovations that promote active participation and conceptual understanding. This classroom action research investigated the effectiveness of the Numbered Heads Together (NHT) cooperative learning model in enhancing fourth-grade students' learning outcomes in Science and Social Studies (IPAS) at SD Inpres Perumnas Palu. Twenty-eight students participated in two iterative cycles comprising planning, implementation, observation, and reflection phases. Data were collected through achievement tests, structured observation sheets for teacher and student activities, and field documentation, analyzed using both quantitative and qualitative methods. Findings demonstrated progressive improvements across all measured variables. Teacher activity increased from good (68-73%) in Cycle I to very good (92-95%) in Cycle II. Student engagement advanced from adequate (61-63%) to very good (80-81%). Most significantly, classical mastery rose from 33% at baseline to 43% in Cycle I and 79% in Cycle II, surpassing the 65% success criterion. Results confirm that NHT effectively transforms passive learning environments into active collaborative spaces, supporting both cognitive achievement and social-emotional development. The structured accountability mechanisms inherent in NHT promote equitable participation and peer-mediated learning consistent with social constructivist principles, demonstrating applicability in resource-limited settings with diverse student populations.
Enhancing Science and Social Studies Learning Outcomes Through the Picture and Picture Cooperative Learning Model: A Classroom Action Research in Indonesian Elementary Education Kurniawati Mengkido; Nashrullah Nashrullah; Muslim AR Muslim AR; Abdul Rahman; Sri Wahyuni
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.v5i1.3136

Abstract

Elementary students in IPAS (Integrated Science and Social Studies) often struggle with abstract concepts requiring visual representation and collaborative reasoning. The Picture and Picture cooperative learning model offers a pedagogical approach integrating visual scaffolding with structured group activities. This study examined the effectiveness of the Picture and Picture model in improving Grade V students' learning activities and outcomes in IPAS instruction at SD GKST Talabosa, Indonesia. A two-cycle Classroom Action Research design was employed with 12 fifth-grade students during the 2025/2026 academic year. Data were collected through achievement tests, structured observations of teacher and student activities, and field notes. Analysis combined quantitative measures of mastery levels with qualitative examination of instructional processes. Student engagement increased from adequate (69.23%-72.30%) in Cycle I to very good (81.53%-86.15%) in Cycle II. Teacher performance improved from good (68.42%-75.00%) to very good (76.00%-85.33%). Classical mastery advanced dramatically from 25% at baseline to 66.66% in Cycle I and 100% in Cycle II. Lower-achieving students demonstrated the greatest gains. The Picture and Picture model effectively enhances IPAS learning by combining dual-coding theory, constructivist principles, and social interdependence. The model provides an accessible, low-cost strategy particularly effective in resource-constrained settings, supporting both cognitive development and collaborative competence in elementary science education.
Enhancing Elementary Students' Learning Interest Through Teams Games Tournament with Monopoly Media : A Quasi-Experimental Study in Science and Social studies Azzahra Nabilla Atmajanti; Abdul Rahman; Sinta Satria Dewi Pendit; Azizah Azizah; Danti Indriastuti Purnamasari
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.v5i1.3213

Abstract

This quasi-experimental study examined the effect of the Teams Games Tournament (TGT) learning model supported by monopoly learning media on fourth-grade students' learning interest in IPAS (Science and Social studies) subjects. Forty-four students at MI Muhammadiyah Al-Haq Palu were purposively selected based on low learning interest indicators and randomly assigned to experimental (n=22) and control (n=22) groups. The experimental group received TGT instruction with monopoly games, while the control group experienced conventional lecture-based teaching. A validated 20-item Guttman scale questionnaire measured learning interest before and after the two-session intervention. Data analysis employed paired samples t-tests, independent samples t-tests, normalized gain calculations, and Cohen's d effect size. Results revealed significant learning interest improvements in both groups (p < 0.001), with the experimental group demonstrating substantially greater gains (mean increase = 1.36, N-gain = 0.37) compared to the control group (mean increase = 0.91, N-gain = 0.18). The independent samples t-test confirmed significant differences between groups (p < 0.001, t = 3.954), with a large effect size (Cohen's d = 0.82). These findings indicate that TGT supported by monopoly media significantly and practically enhances elementary students' learning interest, offering educators an accessible, evidence-based strategy for improving affective outcomes in integrated science education.
The Effectiveness of Animated Videos and Quizizz on Learning Outcomes in Natural and Social Sciences Among Fourth-Grade Elementary Students Reva Reva; Abdul Rahman; Nuraini Nuraini; Nashrullah Nashrullah; Dyah Aini Purbarani
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.v5i1.3218

Abstract

This study investigates the effectiveness of animated videos and Quizizz on student learning outcomes in Natural and Social Sciences (IPAS) among fourth-grade elementary students. A quasi-experimental design with nonequivalent control group pretest-posttest was employed, involving 40 students at SD Negeri 8 Mamboro divided into experimental (n=20) and control (n=20) groups. The experimental group received instruction through animated videos and Quizizz, while the control group continued with conventional methods over three weeks. Data were collected using validated achievement tests (Cronbach's α = 0.767) and analyzed through Mann-Whitney U and Wilcoxon Signed-Rank tests. Results revealed significant differences between groups, with the experimental group achieving superior posttest performance (M = 76.75, SD = 11.154) compared to controls (M = 65.00, SD = 15.728), confirmed by Mann-Whitney U test (U = 104.000, p = 0.009). Normalized gain analysis demonstrated moderate effectiveness for the experimental group (N-Gain = 0.4876) versus low effectiveness for controls (N-Gain = 0.2688). Completion rates improved substantially from 5% to 60% in the experimental group, compared to 10% to 25% in controls. These findings support cognitive theory of multimedia learning and self-determination theory, demonstrating that integrated implementation of animated videos and Quizizz significantly enhances elementary science learning outcomes through dual-channel information processing and gamified assessment that sustains motivation and engagement.
Fostering Environmental Awareness Through Poster Media: A Case Study at SD Inpres 3 Talise Gustina M Yusup; Azizah Azizah; Khairunnisa Khairunnisa; Abdul Rahman; Sukri Sukri
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.v5i1.3219

Abstract

Environmental awareness among elementary students remains inadequate despite its critical importance for sustainable development. This qualitative case study investigated poster media implementation to foster environmental awareness at SD Inpres 3 Talise, examining implementation processes, behavioral changes, and obstacles encountered by educators. Twenty-four students from grades III, IV, and V, three homeroom teachers, and the school principal participated. Data were collected through systematic observations, semi-structured interviews, and documentary evidence, analyzed using the Miles and Huberman framework with triangulation for validity. Results revealed that strategically positioned posters combined with peer modeling effectively enhanced environmental awareness, with fifth-grade students demonstrating autonomous environmental behaviors, fourth-grade students showing consistent conduct requiring occasional reinforcement, and third-grade students displaying gradual improvements with substantial teacher guidance. Unexpected findings included spontaneous peer mentoring dynamics and location-dependent poster effectiveness. Seven implementation obstacles emerged: inconsistent student attention, attitude-behavior gaps, novelty effects, suboptimal placement, resource limitations, inadequate pedagogical integration, and limited teacher understanding of visual media pedagogy. Findings align with Mayer's Cognitive Theory of Multimedia Learning, Bandura's Social Learning Theory, and Ajzen's Theory of Planned Behavior, demonstrating that posters function optimally as pedagogically integrated tools requiring strategic placement, content refreshment, and instructional reinforcement rather than passive displays. This study contributes practical insights for implementing cost-effective visual media interventions in resource-constrained educational settings.
Problem-Based Learning Assisted by Jellyfish Game Media to Improve Student Learning Activity in Natural and Social Sciences Haswin Haswin; Sinta Satria Dewi Pendit; Sisriawan Lapasere; Abdul Rahman; Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3554

Abstract

Low student learning activity in elementary science education remains a persistent challenge, particularly within Indonesia's newly implemented Independent Curriculum. This study addressed this problem by integrating Problem-Based Learning (PBL) with Jellyfish game media to improve student learning activity in Natural and Social Sciences (IPAS).  A Classroom Action Research (CAR) design following Kemmis and McTaggart's cyclical model—comprising planning, acting, observing, and reflecting—was conducted across two cycles with 24 fourth-grade students at SD Inpres Tipo, Palu City. Data were collected through validated observation sheets (inter-rater κ = 0.82), tests, interviews, and documentation, and analyzed using quantitative scoring and Miles et al.'s qualitative framework. Mean learning activity scores increased progressively from 45.41 (low) in the pre-cycle to 64.06 (moderate) in Cycle I and 86.77 (very good) in Cycle II, representing a total gain of 41.36 points. The most pronounced gain was observed in group discussion involvement. These findings demonstrate that game-assisted PBL effectively transforms passive student behavior into active, collaborative engagement, consistent with constructivist theory and the ICAP framework. The Jellyfish game functioned as a structural scaffold that redistributed participatory roles within learning groups, a novel contribution to game-based learning literature.