cover
Contact Name
Neni Hermita
Contact Email
neni.hermita@lecturer.unri.ac.id
Phone
+628126891107
Journal Mail Official
jurnaltunjukajar@gmail.com
Editorial Address
Jurusan Ilmu Pendidikan Fakultas Keguruan dan Ilmu Pendidikan, Universitas Riau Kampus Bina Widya Jl HR Subrantas KM 12,5 Panam, Pekanbaru 28293
Location
Kota pekanbaru,
Riau
INDONESIA
Tunjuk Ajar: Jurnal Penelitian Ilmu Pendidikan
Published by Universitas Riau
ISSN : 2615062X     EISSN : 26223554     DOI : http://dx.doi.org/10.31258/jta
Core Subject : Education, Social,
Tunjuk Ajar: Jurnal Penelitian Pendidikan is a peer-reviewed journal interested in any aspect related to education. JTA invites lecturers, researchers, teacher educators, and university students (Master and Doctoral) who want to publish their research reports or literature review articles. JTA receives manuscripts on all aspects that have national and international relevance. This journal invites original empirical research, theoretical or methodological contributions, literature reviews, meta-analyses, comparative or historical studies on the topics related to education such as Elementary Education Mathematics and Science Education Social science education Language and literature education Art and music education Teachers and pre-service teachers’ knowledge STEM Theory in learning and teaching in elementary education Classroom management Educational policy Learning out of school Long-life learning Counselling and Education Psychology in Education
Articles 262 Documents
PENGEMBANGAN MEDIA PEMBELAJARAN PERMAINAN ETNO-MONOPOLI PADA MATERI BILANGAN CACAH FASE B SD Handayani, Mika; Hainul Putra, Zetra; Fendrik, Muhammad
Tunjuk Ajar : Jurnal Penelitian Ilmu Pendidikan Vol. 8 No. 2 (2025): August 2025
Publisher : Jurusan Ilmu Pendidikan Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

This study aims to develop Ethno-Monopoly learning game media on whole number Phase B material for elementary school that is feasible for use in learning activities. The method used in this research is the research and development (R&D). Using the Plomp development model, into three phases (preliminary research, prototyping phase dan assessment phase). Data collection techniques include interviews, validation sheets, and questionnaires. The data analysis methods used are qualitative descriptive analysis and quantitative descriptive analysis. The results of the study are as follows: first, the product feasibility test by material experts, media experts, and language experts. The assessment by material experts yielded a percentage of 94.79% categorized as very valid, media experts’ assessment obtained 81.25% categorized as valid, and language experts’ assessment reached 92.86% categorized as very valid. Next, the evaluations from teachers and students showed that the teacher’s assessment was 95.83% categorized as very practical, while students’ assessment was 97.64% categorized as very practical. Therefore, the developed Ethno-Monopoly learning game media on whole number Phase B material for elementary school meets the criteria of validity and practicality.
PENGEMBANGAN VIDEO ANIMASI BERBASIS ISU LINGKUNGAN LOKAL PADA PEMBELAJARAN IPAS KELAS V SEKOLAH DASAR Triannisa, Sisca; Erlisnawati, Erlisnawati; Guslinda, Guslinda
Tunjuk Ajar : Jurnal Penelitian Ilmu Pendidikan Vol. 8 No. 2 (2025): August 2025
Publisher : Jurusan Ilmu Pendidikan Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

This research aims to address the limited availability of contextual digital learning media in elementary schools, particularly the absence of animated videos that integrate local environmental issues relevant to student’s daily lives, by developing a valid and practical animated video for fifth-grade natural and social science learning. The animated video based on local environmental issues was developed using the Research and Development (R&D) method with Thiagarajan’s 4D model. It passed the validation stage by material experts, media experts, and language experts, achieving a final percentage score of 92% (very valid). Then, the practicality test with teachers and students resulted in a final percentage score of 84% (very practical). The development of this animated video not only provides an effective and contextual learning resource for teachers, but also supports students’ conceptual understanding and environmental awareness, demonstrating its potential for broader application in natural and social science learning.