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Contact Name
Rahmat Aziz
Contact Email
azira@uin-malang.ac.id
Phone
+6281805536270
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pakgun_pgsd@yahoo.com
Editorial Address
Jl. Udayana Kampus Tengah Singaraja, Bali, Indonesia 81116
Location
Kota denpasar,
Bali
INDONESIA
International Journal of Elementary Education
ISSN : 25797158     EISSN : 25496050     DOI : https://doi.org/10.23887/ijee.v6i2.46019
The aim of the Journal of International Journal of Elementary Education is to provide an international forum for the sharing, dissemination and discussion of research, experience and perspectives across a wide range of education, teaching, development, instruction, educational projects and innovations, learning methodologies and new technologies in education and learning. The focus and scope of International Journal of Elementary Education includes the following topics at Elementary Education : Career development and training in education and learning : 1. Experiences in education and learning: 2. Experiences in education and learning research: 3. International projects in education and learning: 4. Pedagogical innovations in education and learning: 5. General issues in education and learning: 6. Computer supported collaborative work: 7. E-content management and development: 8. Educational software & serious games: 9. e-Learning: 10. Emerging technologies in education: Papers published in the three-monthly journal (Feb, May, Aug, and Nov): (1) report evaluation and research findings; (2) treat conceptual and methodological issues; and/or (3) consider the implications of the above for action; and/or (4) an extensive book reviews section and also occasional reports on educational materials and equipment.
Articles 20 Documents
Search results for , issue "Vol 8 No 2 (2024): May" : 20 Documents clear
Augmented Reality Flipbook as a Guide to Determining the Main Idea of Paragraphs in Indonesian Language Learning Ekasafitri, Melly; Sismulyasih SB, Nugraheti; Purwati, Panca Dewi
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.77338

Abstract

In the learning process, students still have difficulty in understanding the material well. In its implementation, the teacher uses conventional teaching materials, less varied and not yet digital-based by actively involving students. The purpose of this study was to develop and test the effectiveness of augmented reality-based flipbooks on the main idea of paragraphs of Indonesian language learning content in grade V elementary school. The type of research is the Research & Development (R&D). The subjects of this study were teachers, 1 media expert, 1 material expert, and fifth-grade students, namely 6 initial trial students and 13 usage trial students. The data collection methods used include observation, interviews, questionnaires, and tests. Data analysis techniques used include qualitative data analysis, quantitative data analysis, normality test, N-Gain, and inferential statistical analysis (t-test). The results of the study are the feasibility test by media experts obtained a percentage of 92% (very feasible), material experts are 91.25% (very feasible), student and teacher response trials obtained a percentage of 95.31%, and 92.5% (very feasible). The results of the t-test (paired t-test) obtained differences in results between before (pretest) and after (posttest) grade V students using augmented reality-based flipbooks. N-Gain test results 0.61 (medium). It is concluded that the augmented reality-based flipbook is very feasible and effective to use in learning. This research implies that augmented reality-based flipbooks can facilitate students' understanding of learning materials so that they can improve students' cognitive abilities in determining the main idea of paragraphs in Indonesian language learning.
Paper Puppets as an Interactive Learning Medium in Third Grade Elementary Schools Prasetya, Anindhitya Yudhanta; Sukasih, Sri
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.77431

Abstract

In the current era of globalization, educational challenges are becoming increasingly complex and require innovation in the learning process to improve the quality of student learning outcomes. One innovation that is currently developing rapidly is the application of learning media. The problem found by researchers in the field is the lack of application of the learning media used which affects student learning outcomes. The purpose of this research is to analyze the influence of paper puppet learning media has on the third grade elementary school level. The type of research used is quantitative research with a pre-experimental designs research design with pretest-posttest control group design. The subjects of this research were third grade elementary school students at elementary school with a sample of 53 students and the sampling technique used was random sampling. The data collection techniques used were interviews, questionnaires, and tests. Data analysis techniques used are descriptive analysis and inferential analysis. The research results obtained were that there was an influence on student learning outcomes after testing and comparing the application of paper puppet media. The conclusion of the research obtained were that there was an influence on student learning outcomes between before and after implementing paper puppet learning media.
Multimedia-based Apsimas Learning Media on the Meaning of the Pancasila Precepts in the Community Environment to Improve Students’ Learning Outcomes Sari, Nur Eka; Witanto, Yuli
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.77616

Abstract

The limitations of learning media used during learning take place cause students to be discouraged when learning. In learning, obviously, understudies need learning media to assist them with understanding the material sustainable so the advancement of learning media like learning media "Apsimas" (Application of the meaning of the Pancasila precepts) is required. This research aims to produce learning media assisted by articulate storyline 3 in Civics subject material on the meaning of the Pancasila precepts in the community environment of class IV SD which has been tested for validity and reliability and has an effect on student learning outcomes. This research is development research using the ADDIE model. The subjects in this research were: 1 PPKn subject matter expert, 1 learning media expert, 1 practitioner, 9 students for small-scale trials and 17 students for large-scale trials. The data collection methods used were observation, interviews, tests, and questionnaires. Data collection instruments used questionnaires and test questions. The data analysis techniques used are qualitative analysis and quantitative analysis. The data was analyzed using Purwanto's formula to determine the suitability of the material and media being developed. This research produces the learning media "Apsimas" assisted by articulate storyline 3 on PPKn content, material on the meaning of Pancasila principles in the community which has been tested for validity and its reliability and so it is suitable for use in the learning process.
Articulate Storyline 3 Media to Improve Learning Outcomes in Natural and Social Sciences Subjects in Fourth-Grade Elementary School Pambudi, Chandra Tri; Ratnaningrum, Ika
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.77655

Abstract

The lack of utilization and varied use of learning media means that student learning outcomes have not been achieved optimally in Natural and Social Sciences subjects in grade IV elementary schools. This research aims to create a product in the form of Articulate Storyline 3 which is used as a learning medium for Natural and Social Sciences subjects, and material about cultural diversity in Indonesia. The type of research used is Research and Development with the ADDIE development model. The subjects in this research included media experts, material experts, teachers, and 28 fourth-grade elementary school students. Data collection in this research took the form of test techniques and non-test techniques. Test techniques use pretest and posttest, while non-test techniques use observation, interviews, questionnaires, and documentation. Furthermore, the data analysis techniques used were the normality test, t-test, and N-Gain test which were processed using the SPSS 23 application. The N-Gain test in small-group trials and large-group trials obtained values of 0.60 and 0.64 in the medium category, so it was concluded that there was an increase in the average student pretest and posttest scores. Thus, this research concludes that the Articulate Storyline 3 media is very suitable and effective for use in improving student learning outcomes on cultural diversity material in Indonesia in class IV elementary schools.
Enhancing Elementary Students’ Understanding of Pancasila Values: Exploring MANILA, a Canva-Based Interactive Learning Tool Musfirotun, Rika; Widodo, Susilo Tri
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.77723

Abstract

Teachers played very important role in learning where teachers had to be able to provide learning that were adapted to technological development. Teachers had to be able to provide media where students could understand the material as a whole and continued so that the progress of learning media such as interactive media “MANILA” (Interactive media of Pancasila values) was needed. This study aimed to produce Canva-assisted learning media in the subject of Pancasila Education, the material of Pancasila values in grade V SD which was tested for feasibility and effectiveness and was able to improve student learning outcomes. This research was a research and development with the Borg and Gall model which was limited to the fourth stage. The research subjects consisted of: 1 material expert, 1 media expert, 1 class teacher, 6 students for small-scale trials, and 15 students for large-scale trials. Data collection techniques used interviews, validation sheets, response questionnaires, and tests. The media was also declared effective which could be seen from the pretest and posttest results and the T-test results, namely T (15) = 4.06, p < 0.05. Therefore, the development of interactive media “MANILA” assisted by Canva was concluded to be very feasible, practical, and effective in improving student learning outcomes.
Web-based Educational Game Application to Improve the Ability to Identifying the Main Idea in Indonesian Language Learning Qonitattsani, Zirly Fiera; Sukardi
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.77991

Abstract

The limited provision of innovative, interesting, and technology-based learning media can affect the running of teaching and learning activities in schools to be less than optimal, especially in Indonesian subjects. The purpose of this research is to create a web-based educational game media application to improve the ability to identify the main idea in Indonesian language subjects on learning entrepreneurship material for grade V elementary school students. This study uses a type of Research and Development research with the ADDIE research and development model. Techniques applied in data collection are test techniques through pretests and posttests, as well as non-test techniques through observation activities, interviews, data in the form of documents, and questionnaires or questionnaires. The questionnaire instrument in data collection is in the form of a rating scale that has passed testing from media experts, material experts, practitioners, and students. The sample for this research was 24 fifth-grade elementary school students. Quantitative descriptive analysis techniques and qualitative descriptive analysis are the two techniques used in this study. The data analysis process in this study uses the SPSS 29 application which includes several test processes including the normality test, homogeneity test, t-test, and N-Gain test. The results of the study obtained that the web-based educational game learning media developed is very feasible and effective to be applied to the Indonesian language learning process to improve the understanding and learning outcomes of fifth-grade elementary school.
The Effectiveness of the Mind Mapping in PjBL on the Learning Outcomes and the Creativity of Elementary School Students Fortuna, Kurnia Perdana Dharma; Aeni, Kurotul
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.78006

Abstract

The methods and models applied by teachers affect learning outcomes and student creativity. This research intends to analyze differences and effectiveness of mind mapping methods in the project-based learning model in terms of creativity and learning outcomes. The research method used is experimental research with a quasi-experimental design. The reseaech subjects were 41 students, 22 students in grade 4 A as a control group, and 19 students in grade 4 B as an experimental group. Data collection procedures in this research used test procedures and observation sheet assessment rubrics. The statistical tests used in this research include normality tests, homogeneity tests, t-tests, observation sheet tests, and N-Gain were assisted by SPPS for Windows version 25 and Microsoft Excel. The independent sample t-test yielded a significance value (sig.2-tailed) of 0.000, that is less than 0,05. This implies that H0 is disused while Ha is allowable. This suggests that there exists a major gap admist mind mapping approach used in the project-based learning paradigm and student learning outcomes. The N-Gain score for the experimental class was 0,64, while for the control class was 0,36. Both scores fell within the medium category. The N-Gain Percent for the experimental class was found to be effective, while for the control class, it was not. The data revealed that the average student creativity score for each indicator during the four meetings in the experimental class was higher than in the control class. Furthermore, the value of each N-gain score indicator at each meeting in the experimental class increased.
1stFlip Flipbook Creator-Assisted E-Module to Advance Learning Quality in Elementary Schools Maulidya, Syifa Andriana; Zulherman
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.78076

Abstract

The current emphasis is on enhancing fourth graders' IPAS learning through the use of engaging learning materials, as there has been little innovation in this area. Using cutting-edge interactive media, this study intends to develop an E-module using 1stflip Flipbook in order to raise students' engagement, performance, and the overall quality of their education. The R&D approach, namely the ADDIE model, is utilized for the research. Experts in media, materials, and languages validated the research instruments. Validators filled out questionnaires, and students took pretests and post-tests; data was gathered through interviews and observations. The data was analyzed using quantitative and descriptive methods. The results of the validation showed that the E-module was valid at 78.3%, with an N-Gain value of 63.16% for the experimental class and 29.39% for the control class. The results of the hypothesis test demonstrated that the group of students who used the E-module significantly outperformed the control group in terms of their metacognitive skill improvement. There is significant value in enhancing the quality of learning through the usage of E-Modules with 1stflip Flipbook to enhance IPAS learning in primary schools.
The Mentimeter Media-Assisted Problem-Solving Model on Elementary School Students' Creativity and Learning Outcomes Sare, Claudion Kanigia; Saptono, Bambang; Handayani, Mella Indra; Anggriani, Mitha Dwi
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.78210

Abstract

Indonesian language education in elementary schools requires innovative pedagogical interventions due to major challenges such as student disengagement, suboptimal learning outcomes, and a lack of creativity development. This research aims to analyze the effect of differences in student learning outcomes between those taught using problem solving assisted by mentimeter media and using an expository approach in learning Indonesian. This research uses a quasi-experimental design with a non-equivalent control group design. The research population consisted of all fifth grade students at elementary schools in Sewon Bantul, with a sample of 87 students selected using a purposive cluster random sampling technique. The sample was divided into two groups: the experimental group (44 students) who used the problem-solving learning strategy assisted by Mentimeter media, and the control group (41 students) who used an expository approach. The research instrument used was a test, and data analysis was carried out using descriptive analysis and inferential statistical analysis using the paired sample t-test and the independent sample t-test. The results of the research show that the use of problem-solving learning strategies assisted by mentimeter media has a significant influence on increasing student creativity (0.000 < 0.05) and student learning outcomes (0.000 < 0.05). Apart from that, there are significant differences in creativity and learning outcomes between groups of students taught with problem solving assisted by Mentimeter media and an expository approach to learning Indonesian (0.000 < 0.05).
Trilingual Supplementary Learning Material: Needs of English Learning Materials for First Grade Elementary School Students Dewantara, Kadek Andre Karisma; Adnyani, Ni Luh Putu Sri; Suarcaya, Putu
International Journal of Elementary Education Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i2.79031

Abstract

One of the factors that greatly influence the ineffectiveness of language learning in schools is the limited resources, including textbooks, teaching materials, and other supporting tools needed for effective English learning. Therefore, supplementary learning materials are needed that can complement the lack of teaching materials in English Classes. As an initial stage in designing and developing supplementary learning materials, this research aims to conduct a needs analysis in two elementary schools to obtain an initial picture of the needs of teachers and students as a basis for designing supplementary learning materials. This research is a qualitative descriptive study. Data were collected by interviews and direct observation. Data from the interview were analyzed descriptively. Based on the results of the analysis, it is known that there are several problems, such as teachers’ difficulties in speaking English, students’ disinterest in learning English due to limited vocabulary, and lack of interactive learning activities. Therefore, additional trilingual learning materials are needed with three equivalent languages: English, Indonesian, and Balinese. Providing learning materials covering three languages and integrated with interactive activities and games is expected to be a more inclusive and effective solution for improving students’ language skills.

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