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INDONESIA
Mimbar PGSD Undiksha
ISSN : 26144727     EISSN : 26144735     DOI : -
Core Subject : Education,
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Articles 20 Documents
Search results for , issue "Vol. 13 No. 2 (2025): July" : 20 Documents clear
Students' creative thinking skills through creative problem solving learning model Zuhra, Fatma; Nurhayati, Nurhayati; Jasmaniah, Jasmaniah; Safarati, Nanda
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.94890

Abstract

Creative thinking skills (KBK) are important for students to understand concepts as a whole so they can interpret learning concepts well in order to make students successful in their learning process so they can obtain better learning outcomes. CPS is a learning model that has an influence on KBK because of its advantages, namely making it easier for students to solve problems, design an invention, and evaluate the results of the invention. The aim of this research is to determine the increase in students' KBK through the implementation of the CPS learning model. This research is a type of quasi-experimental research with a quantitative approach with a one group pretest-posttest design. This research uses a saturated sampling technique where the population and sample in this research are all class IV students at SD Negeri 1 Kuala totaling 23 students. The instrument used in this research is a test instrument which is prepared based on CBC indicators. Data analysis using SPSS version 23. The results show a Sig value. < 0.05, namely 0.00, thus Ho is rejected and Ha is accepted, it can be concluded that there is an increase in students' KBK through the implementation of the CPS learning model.
Canva-Based Interactive Digital Wayang Multimedia as a Means to Increase Interest and Learning Outcomes in Pancasila Education for Primary School Students Fani Sri Wulan Dhari; Kurotul Aeni
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95268

Abstract

The low levels of student interest and achievement in socio-cultural diversity material in Pancasila Education present a challenge in elementary schools. This study aims to develop interactive multimedia based on digital wayang using Canva as an innovative learning tool. The method used was Research and Development (R&D), referring to the Borg & Gall model, modified into eight stages. Data collection techniques included observation, interviews, questionnaires, documentation, and pretest-posttest assessments. Expert validation results showed a feasibility score of 89% from the material expert and 90.62% from the media expert, both categorized as “very feasible.” Effectiveness testing revealed an increase in learning interest from an average of 55 to 83.92, and learning outcomes from 56.35 to 82.18. The t-test yielded a significance value of 0.001 (< 0.005), indicating a significant effect of the media on learning outcomes. The developed media is proven feasible and effective, offering an alternative to conventional methods with more engaging and technologically relevant learning experiences.
Card Match Circle (CMC) Media Assisted by 3D Models to Improve Fourth Grade Elementary Students’ Learning Outcomes on the Topic of Kingdoms in the Indonesian Archipelago Yanti, Putu Dita Karisma; Basilius Redan Werang; Ketut Herya Darma Utami
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95578

Abstract

The low level of students' understanding of Social Studies material has a direct impact on their poor learning outcomes. One contributing factor is the limited use of engaging and contextual learning media to support the learning process. This study aims to examine the validity, practicality, and effectiveness of the Card Match Circle (CMC) media assisted by 3D models in improving students' learning outcomes on the topic of Indonesian Kingdoms. This is a development research employing the ADDIE model, involving 2 material experts, 2 media experts, 1 teacher, and 14 fourth-grade students as research subjects. Data were collected using validation questionnaires, response questionnaires, and learning outcome tests. The data were analyzed quantitatively using a correlated t-test. The results showed that the CMC media assisted by 3D models had a very high validity level, with validation scores of 0.98 from material experts and 0.93 from media experts. The practicality of the media based on teacher responses reached 97.5% and student responses 86.1%, both categorized as very practical. Furthermore, the correlated t-test produced a significance value of 0.000 (p < 0.05), indicating that the media was effective in improving students' learning outcomes. The implication of this research highlights that integrating CMC media with 3D models offers an innovative alternative for active and interactive Social Studies learning to support students' competency achievement.
The Hypercontent-Based Interactive Multimedia in Problem-Based Learning to Improve Indonesian Language Learning Outcomes of Grade IV Elementary School Students Putri Nugraheni; Isa Ansori
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95602

Abstract

This research was motivated by the low learning outcomes of fourth-grade elementary school students in Indonesian language subjects, particularly in narrative text material. This issue is caused by a lack of learning motivation, unengaging learning media, and suboptimal implementation of learning models. The purpose of this study is to develop Hypercontent-based interactive multimedia within the Problem Based Learning (PBL) model to improve Indonesian language learning outcomes. This study is a type of Research and Development (R&D) using the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects were fourth-grade students, involving 9 students in a small-scale trial and 23 students in a large-scale trial. Data collection methods included observations, interviews, teacher and student needs questionnaires, and validation questionnaires from material experts, media experts, teachers, and students. Data analysis techniques were carried out using qualitative descriptive methods to assess media feasibility, while the effectiveness test was conducted using the correlated t-test analyzed through the SPSS application. The Hypercontent-based interactive multimedia was validated by expert teams, indicating that the media was highly feasible for use, with a score of 95% from material experts and 93.33% from media experts. The trials showed an improvement in learning outcomes, with teacher responses reaching 98% and student responses 76%. Therefore, it can be concluded that Hypercontent-based interactive multimedia is theoretically, practically, and pedagogically effective in improving learning outcomes, assisting teachers, and supporting students’ narrative writing skills.
Webtoon Media with Problem-Based Learning Model in Improving Elementary School Science Learning Outcomes Ni Putu Nita Loka; I Made Citra Wibawa; Luh Putu Sri Lestari
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95643

Abstract

The low learning outcomes in IPAS (Science and Social Education) among elementary school students are attributed to the lack of problem-based learning and the absence of innovative learning media, leading to reduced student engagement during the learning process. This study aims to develop and evaluate the validity, practicality, and effectiveness of webtoon-based learning media integrated with the Problem-Based Learning (PBL) model to improve students' learning outcomes in IPAS. The research employed the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation phases. The participants included fourth-grade students and a classroom teacher. Data were collected through interviews, questionnaires, and achievement tests, and analyzed using qualitative methods, descriptive quantitative analysis, and inferential statistics. The results show that: (1) the webtoon media was developed using the IbisPaint application aligned with PBL principles; (2) the validity scores were 3.76 (content expert) and 3.85 (media expert), both categorized as highly valid; (3) the practicality scores reached 96.1% from teachers and 96.8% from students; and (4) the media’s effectiveness was demonstrated through an average n-gain of 89.5 and a learning mastery percentage of 89.5%. These findings indicate that the webtoon-based learning media integrated with the PBL model is valid, practical, and effective for enhancing students’ IPAS learning outcomes. This study highlights the potential of interactive visual media to support innovative and meaningful learning in elementary education.
Interactive Learning Media-Oriented Educational Games Scratch to Increase Interest in Learning Science in Fourth Grade Elementary School Students Kamandewi, Komang Ridja; Desak Putu Parmiti; Kadek Edi Yudiana
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95662

Abstract

This study was motivated by the problem of low learning interest among fourth-grade elementary school students in Natural and Social Sciences (IPAS) lessons. The aim of this research is to describe the effectiveness of interactive instructional media oriented toward educational games using Scratch to increase students’ interest in IPAS subjects. The study employed the ADDIE development model with a Research and Development (R&D) approach, involving a limited trial with fourth-grade elementary students aged 10–11 years. The research design used was a one-group pre-test post-test design to measure changes in learning interest before and after the intervention. The results showed that interactive learning media based on educational games using Scratch had a significant effect on improving students’ interest in learning IPAS, specifically on the topic “My Indonesia Rich in Culture.” The implication of this research is that Scratch-based learning media provide opportunities for students to actively participate, be creative, and become more motivated in the learning process, making it a promising and innovative alternative for teachers in designing more engaging and effective IPAS lessons for elementary school students.
The Effect of a Mind Mapping-Assisted Problem-Based Learning Model on Students' Motivation and Learning Comfort in the Harmony in Ecosystem Material for Fifth-Grade Elementary School Students Priandana, Putu Nanda Prastika Priandana; Jampel, I Nyoman Jampel; Yudiana, Kadek Yudiana
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95822

Abstract

This study addresses the issue of traditional teaching methods that tend to be one-way and aims to analyze the effect of the Problem-Based Learning (PBL) model assisted by Mind Mapping on students’ motivation and learning comfort in the topic Harmony in Ecosystems for fifth-grade elementary school students. The research population consisted of 137 students. The results of the study show: (1) There is a significant difference in learning motivation between students who received instruction using the PBL model assisted by mind mapping and those who experienced conventional learning methods, as indicated by a tvalue greater than the ttable value (13.728 > 1.67065) and a significance value of 0.000 < 0.05. (2) There is a significant difference in learning comfort, with a tvalue of 11.470 > 1.67065 and a significance value of 0.000 < 0.05. (3) There is a simultaneous significant difference in both motivation and learning comfort, indicated by an Fvalue of 123.718 > Ftable value of 3.153 and a significance level of 0.000 < 0.05. Thus, the PBL model assisted by mind mapping is proven to be more effective in enhancing students' motivation and learning comfort compared to conventional methods.
Social Studies Repetitive? Exploring the Correlation between Student Perceptions, Motivation, and Learning Interest among PGSD Students Celine Widyaningrum Kusumawardani; Dholina Inang Pambudi; Woro Sri Hastuti; Ikhlasul Ardi Nugroho; Supartinah
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95955

Abstract

This study is motivated by the tendency of Social Studies learning to focus on memorization and repetitive material without being accompanied by meaningful and contextual learning experiences. The aim of this study is to analyze the influence of students' perceptions of repetitive learning on their motivation and interest in learning Social Studies. A quantitative approach with a correlational method was employed, involving 42 elementary teacher education (PGSD) students selected through purposive sampling. The research instrument used was a questionnaire that had been tested for validity and reliability, and the data were analyzed using Pearson Correlation techniques. The results show that there is no positive relationship between perceptions of repetitive learning and learning motivation (r = 0.198; p = 0.209), nor with learning interest (r = 0.115; p = 0.467). However, a significant positive relationship was found between motivation and learning interest (r = 0.686; p = 0.000), indicating that motivation contributes to increased student interest in Social Studies learning. These findings suggest that repetitive learning alone is not sufficient to foster students' interest; therefore, learning strategies are needed that can enhance intrinsic motivation through more varied, contextual, and learner-centered approaches.
Puzzle Game Learning Media Based on Bookwidgets to Improve Learning Outcomes of Fifth Grade Elementary School Students on Photosynthesis Process Material Putra, I Putu Agus Andika; Werang, Basilius Redan; Utami, Ketut Herya Darma
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.97474

Abstract

Students' learning outcomes on the topic of photosynthesis are still relatively low, partly due to the lack of engaging and interactive learning media. This study aims to develop interactive learning media in the form of a game puzzle based on BookWidgets to improve students' learning outcomes. This is a development research using the ADDIE model, involving 20 fifth-grade elementary school students and one classroom teacher. Data were collected through expert validation questionnaires, practicality questionnaires, and learning outcome tests (pre-test and post-test). The instruments included expert assessment sheets, response questionnaires, and multiple-choice test items. Data were analyzed quantitatively using descriptive statistics for validity and practicality, and paired sample t-tests to assess media effectiveness. The validation results indicated that the media were highly valid, with practicality rated at 100% by the teacher and 86.25% by the students. The t-test for effectiveness showed a significance value of 0.001 (p < 0.05), indicating that the media effectively improved student learning outcomes. Thus, the BookWidgets-based game puzzle media can serve as an attractive, interactive, and technology-integrated learning alternative that supports independent and sustainable learning.
Block Coding in Elementary Mathematics Education: A Systematic Literature Review I Wayan Suantara; I Putu Andika Subagya Putra; I Nyoman Triesaputra; Alexander Hamonangan Simaniora
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.99775

Abstract

The integration of digital technologies in education has transformed the teaching of foundational subjects like mathematics, especially at the elementary level. However, a gap remains between the demands of 21st-century learning and conventional instructional practices. This study aims to analyze the use of block-based coding tools in elementary mathematics education through a Systematic Literature Review (SLR), following the PRISMA 2020 guidelines. A total of 230 articles were initially retrieved from Google Scholar, Scopus, ERIC, and ScienceDirect. After applying inclusion criteria, 12 eligible studies were thematically analyzed using a structured data extraction and synthesis protocol. Findings indicate that block-based coding, particularly via Scratch, significantly enhances students’ conceptual understanding, problem-solving skills, spatial reasoning, and computational thinking. Interactive visual programming environments were also found to boost student motivation and engagement. However, the success of implementation is closely tied to teacher preparedness, technological support, and appropriate curriculum integration. This review concludes that block coding holds strong potential as a transformative pedagogical approach in mathematics education. The findings imply that ongoing teacher professional development and structured curriculum design are essential to ensure effective and scalable integration of coding into elementary mathematics instruction.

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