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INDONESIA
Jurnal Ilmiah Pendidikan dan Pembelajaran
ISSN : 18584543     EISSN : 26156091     DOI : -
Core Subject : Education,
Jurnal Ilmiah Pendidikan dan Pembelajaran (JIPP) is an international journal which provides a forum for publishing research or review articles related to researches in instruction, learning and teaching, curriculum development, learning environment, teacher education, educational technology, and educational development.
Arjuna Subject : -
Articles 760 Documents
Integrating Steam into Tri-N Based Science Learning Devices to Improve Elementary Student’s Creative Dimension Agung Ardhianto; Ana Fitrotun Nisa; Banun Havifah Cahyo Khosiyono
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.100704

Abstract

This research is motivated by the need for innovative learning tools that can enhance the creative dimension of elementary school students. The focus of the research is to develop, test the feasibility, and test the effectiveness of Tri-N-based learning tools integrated with the STEAM approach. The research uses the ADDIE development model with data collection techniques through interviews, observations, and questionnaires. Analysis was conducted qualitatively to describe the development process and quantitatively to test the feasibility and effectiveness of the tools. The results showed that the learning tools in the form of teaching modules, student worksheets, and assessment sheets for the science subject were classified as very feasible, with an average validation score of 3.55 (88.83%). Teacher and student responses also showed a very feasible category. The effectiveness test showed a significant increase in students' creative dimension, with an N-Gain Score in the high category (0.74-0.76), and a t-test showed a significant difference between pre- and post-use scores. In conclusion, Tri-N-based learning tools integrated with STEAM are proven effective in enhancing elementary school students' creativity. These findings underscore the importance of developing innovative tools grounded in a multidisciplinary approach to support 21st-century learning.
The Effectiveness of Using AI in Improving Students' Understanding of Flat Building Materials for Grade V Elementary School Ronny Mugara; Enjang Yusup Ali; Wita Sari
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 9 No. 3 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v9i3.100960

Abstract

The use of Artificial Intelligence (AI) in mathematics learning at the elementary school level is increasingly developing; however, its effectiveness in improving fifth-grade students’ conceptual understanding of plane geometry has not been widely proven empirically. In addition, the teaching of plane geometry still tends to be teacher-centered and lacks the integration of interactive technology, resulting in suboptimal conceptual understanding among students. This study aims to analyze the effectiveness of AI-based learning in improving students’ understanding of plane geometry concepts in Grade V of elementary school. The research employed a quasi-experimental method with a quantitative approach. The participants consisted of two classes from a public elementary school. Data were collected through learning achievement tests administered as pretests and posttests. Data analysis included the Shapiro–Wilk normality test, Levene’s homogeneity test, the Wilcoxon test, and effectiveness analysis using the N-Gain score. The results indicated a significant improvement in learning outcomes in the experimental class compared to the control class. The Wilcoxon test revealed a statistically significant difference between the pretest and posttest scores. Based on these findings, it can be concluded that the integration of AI is effective in supporting the learning of plane geometry in Grade V of elementary school. The implications of this study suggest that the use of AI in mathematics learning, particularly in plane geometry, can serve as an innovative and effective instructional strategy to enhance students’ conceptual understanding.
Improving EFL Students’ English Proficiency through Pair Interaction within a Lesson Study Framework Suhartina R; Kaharuddin; Fien Pongpalilu
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 9 No. 3 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v9i3.100992

Abstract

Non-English language students still show underdeveloped communication skills, especially in speaking. This has an impact on their poor English language skills. This study aims to analyze the effectiveness of Pair interaction within a learning lesson framework to improve EFL students' English language skills. This study highlights six main language domains: grammar, comprehension, reading, writing, listening, and speaking. This study used a quantitative pre-experimental design using a one-group pre-test-post-test model. The subjects of this study were 30 second-semester students from the Accounting Study Program. The selection was purposively based on their study status and initial English placement test results. Data collection methods used observation, interviews, and tests. The research instruments were test questions and questionnaires. Data analysis techniques used descriptive statistics, t-tests, and multiple regression analysis. The study's t-test results showed significant improvements in all domains, especially grammar, vocabulary, and speaking. Regression analysis showed the third domain as the strongest predictor of overall improvement. These findings underline the importance of pair interaction as a collaborative strategy to encourage comprehensive language skill development, increase communication confidence, and build students' active participation in English learning. This intervention is considered adequate in EFL-based English learning through reflection and collaboration.
Improving the Ability to Write Cursive Letters Using Picture Cards in Elementary School Students Antonius Tonny Budisantoso; Siti Rochmiyati
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.101150

Abstract

The low ability to write cursive letters among grade IV elementary school students remains a problem in learning to write. This condition is indicated by the inaccuracy of letter forms, neatness, and inconsistency of writing according to applicable rules. This study aims to analyze and evaluate the effectiveness of picture cards in improving grade IV students' cursive letter writing skills. The study used a classroom action research (CAR) approach, implemented in two cycles, each consisting of two meetings. Data were collected through cursive writing performance tests, observation of student activities, and documentation with an instrument in the form of a writing skills assessment rubric. Data analysis techniques were carried out descriptively, quantitatively, and qualitatively by comparing the percentage of learning outcomes completion in each cycle. The results showed a gradual increase in students' ability to write cursive letters, from 20% in cycle I meeting I to 75% in cycle II meeting II. The conclusion of this study shows that the use of picture cards is effective in improving grade IV students' ability to write cursive letters. This research aims to strengthen the role of visual media in learning writing skills and to provide an effective, easy-to-use alternative learning medium for elementary school teachers.
Google Sites Learning Media to Improve Critical Thinking Skills in Elementary School Students Suhendro Purwanto; Eges Triwahyuni; Kustiyowati
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.101187

Abstract

Facts on the ground show students' low critical thinking skills. Students' difficulties in understanding the material lead to low levels of critical thinking. This study aims to create a Google Sites learning media to improve students' critical thinking skills. The research design used in this study is developmental, employing the ADDIE model. The main research subjects were 30 sixth-grade students. Data collection methods were carried out both quantitatively and qualitatively, including expert-judgment validation sheets, critical-thinking ability tests (pre-test and post-test), student activity observation sheets, and student response questionnaires. The data analysis used was validity, practicality, and effectiveness analyses. The main results of the study indicate that it is valid, practical, and effective in improving the critical thinking skills of elementary school students, especially in mathematics, making it an alternative, innovative digital media for 21st-century learning. Therefore, developing Google Sites learning media is feasible, practical, and effective for improving students' critical thinking skills. The implications of this study strengthen the theory that integrating web-based digital technology can improve critical thinking skills.
Culture-Based Mathematics Learning Model to Improve Students’ Concept Understanding Alya Farhana Maulida; Anik Ghufron
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.102319

Abstract

Elementary school students' understanding of mathematical concepts is still low, one of which is in the material of plane figures. One of the causes is that the learning implemented tends to emphasize memorization. This study aims to create a local culture-based mathematics learning model (PMBBL) to improve students' conceptual understanding. The research subjects were 24 fifth-grade students and 1 teacher. The trial subjects consisted of individual trials, small groups, and field trials involving all 24 fifth-grade students. Data collection methods were through observation, interviews, questionnaires, tests, and expert validation. The research instruments included validation sheets from model experts and material experts, teacher and student practicality questionnaires, and pretest and posttest tests. Data analysis used included qualitative descriptive analysis for observation and interview data, quantitative analysis for feasibility and practicality tests using category score conversion, reliability tests with Cronbach's Alpha, and effectiveness tests using paired sample t-tests via SPSS. The results showed that the PMBBL model met the criteria of being feasible, practical, and effective. The conclusion of this study shows that the integration of local culture in mathematics learning can be an innovative solution in improving the quality of learning in elementary schools. The implications of this research show that the integration of local culture in mathematics learning is able to create contextual, meaningful, and constructive learning, and can be a reference for teachers and other researchers in developing local wisdom-based learning models in different materials and levels.
Articulate Storyline 3 Interactive Media in Pancasila Education Learning Using Problem-Based Learning Model Reinita; Julinda
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.102914

Abstract

Learning media is an important tool that serves as an intermediary, effectively conveying material to students. Based on analyses conducted across several elementary schools, it was found that the learning process still lacks the use of interactive media that are interesting and relevant to students' needs, resulting in low student motivation and learning outcomes. This study aims to develop interactive learning media in Articulate Storyline 3 and to evaluate its validity, practicality, and effectiveness in learning Pancasila Education. The research type is Research and Development (R&D), with the ADDIE development model comprising five stages. The subjects of the research trial included fourth-grade elementary school students. The research subjects were material, media, and learning experts. The data collection method used questionnaires, observations, and tests. Data analysis techniques used qualitative and quantitative descriptive analysis. The effectiveness test results showed a consistent increase in student learning outcomes after using the developed interactive learning media. Data analysis showed that the media improved conceptual understanding, active involvement, and student motivation during the learning process. Thus, it can be concluded that the interactive media, Articulate Storyline 3, is effective for Pancasila Education learning because it can create more interactive, participatory, and meaningful learning in elementary schools.
The Logic of Argumentation of Mathematics Teacher Professional Education Students in a Case Study of Learning I Made Dharma Atmaja; Kadek Rahayu Puspadewi
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.103054

Abstract

Mathematics Teacher Professional Education (PPG) students often experience difficulties in transforming teaching experiences into logical, evidence-based pedagogical arguments. The gap between the demands of analytical, reflective practice and argumentation skills that tend to be narrative-intuitive is a crucial problem that hinders the development of teacher professionalism. Therefore, this study aims to analyze in depth the logical structure of argumentation constructed by students in narrative case studies of learning problem solving. This study uses a qualitative approach with a multi-case study design to explore the phenomenon holistically. The research subjects were 10 PPG Mathematics students. Data were collected through documentation techniques, with the main instrument being 10 case study narrative documents compiled by each subject. Data analysis was conducted using thematic content analysis that focused on the decomposition of arguments into premises (problems), interventions (solutions), and conclusions (evidence). The analysis results identified two dominant argumentation patterns: Coherent Argumentation, which shows a strong causal relationship between a specific problem, a relevant solution, and verified evidence. Partial argumentation is characterized by general claims without strong supporting data. It is concluded that the ability to construct coherent and evidence-based arguments is a fundamental competency that differentiates the quality of students' pedagogical reflection, addressing the main problem regarding the gap in argumentation skills.
Interactive Animation-Based Learning Video Media for Computer Systems Material Dian Rahadian; Rani Mardiani; Rivan Syahrul Falah
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.103168

Abstract

The survey results and distribution of the needs questionnaire indicate that Computer Systems learning in class X of the Computer and Network Engineering expertise program is still dominated by conventional methods, leading students to be passive and experience difficulties understanding concepts. This study aims to analyze learning needs and develop and test the feasibility of interactive animated video media as an innovative solution. This research is development research using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 25 students. Data were collected through validation questionnaires from material and media experts, as well as student response questionnaires, and analyzed using quantitative descriptive techniques. The results of the study show that the developed media were assigned to a feasible category by material and media experts and received very high student response in the large-group trial stage. These findings indicate that the developed animated video media is feasible and effective for improving student understanding and have implications for strengthening technology-based learning that is more interactive and innovative.
Optimizing Japanese Literature Students' Vocabulary Mastery in the Hyoki Course Through the Likari Application Oslan Amril; Diana Kartika; Syahrial; Elvina A. Saibi; Aulia Putri Kirana; Ferdiano
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 10 No. 1 (2026): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v10i1.103321

Abstract

Permasalahan yang dibahas dalam penelitian ini adalah kesulitan yang dialami mahasiswa dalam menguasai kosakata bahasa Jepang, khususnya dalam pembelajaran berbasis kanji, karena ketergantungan yang berkelanjutan pada metode pengajaran konvensional yang memberikan keterlibatan interaktif yang terbatas. Tujuan penelitian ini adalah untuk meningkatkan penguasaan kosakata mahasiswa Sastra Jepang yang terdaftar dalam mata kuliah Hyōki. Kosakata merupakan komponen fundamental dalam pemerolehan bahasa Jepang, terutama dalam mata kuliah yang menekankan keterampilan membaca dan menulis. Aplikasi LIKARI, sebagai platform pembelajaran berbasis teknologi, menawarkan fitur interaktif dan menarik yang dirancang untuk meningkatkan motivasi dan pemahaman kosakata mahasiswa. Penelitian ini menggunakan desain eksperimental kuantitatif pra-uji dan pasca-uji untuk mengukur perubahan dalam penguasaan kosakata. Partisipan terdiri dari 10 mahasiswa Sastra Jepang di Universitas Bung Hatta yang terdaftar dalam mata kuliah Hyōki selama semester Januari–Juni 2025. Data dikumpulkan menggunakan tes kosakata pilihan ganda 100 item yang menilai pengenalan makna, pengucapan, dan penggunaan kontekstual. Validitas instrumen ditetapkan melalui penilaian ahli, dan reliabilitasnya diuji menggunakan Cronbach's Alpha. Data dianalisis menggunakan statistik deskriptif dan uji t sampel berpasangan. Hasilnya menunjukkan peningkatan signifikan dalam penguasaan kosakata siswa setelah menggunakan aplikasi LIKARI. Temuan ini menunjukkan bahwa pengajaran kosakata berbasis teknologi dapat secara efektif mendukung pembelajaran yang berfokus pada kanji dan berkontribusi pada pengembangan strategi pembelajaran digital dalam pendidikan bahasa Jepang di tingkat perguruan tinggi.