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Contact Name
Rahmat Aziz
Contact Email
azira@uin-malang.ac.id
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+6281805536270
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pakgun_pgsd@yahoo.com
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Jl. Udayana Kampus Tengah Singaraja, Bali, Indonesia 81116
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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 877 Documents
The Ability and Readiness of Prospective Elementary School Teachers in Facing Digital-Based Learning Era Adrias; Fitria, Yanti; Ladiva, Hasmai Bungsu; Ruswandi, Agus; Erita, Yeni
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.57737

Abstract

The Covid 19 pandemic in Indonesia has disrupted the learning process in educational institutions. The impact of this disruption is acceleration in the integration of digital systems in learning, then it creates some problems in network-based learning such as internet connection problems, student participation, and the adaptability of lecturers and students. After the pandemic, network-based or digital learning has become a demand for lecturers and students. This study aimed to analyzed student’s abilities and readiness to participate in digital-based learning after the Covid-19 pandemic. The method of this research is a descriptive research method with data collection techniques in the form of questionnaires and written interviews through online meetings. The sample of this research was 414 students of Elementary School Teacher Education Study Program. The data analysis technique of this research is data reduction, data display and verification. The results of this study indicate that students use Information Technology devices in network-based learning at the capable level, and students’ readiness for digital-based learning after the Covid-19 pandemic is at the ready level. The intensity of students accessing digital teaching materials is very high, but only 5.56% of students have very complete teaching material documents. Student readiness in the aspect of participation in virtual meetings is at the ready level. As many as 53.86% of students consider lectures to be more effective face-to-face (offline). Internet connection quality is an obstacle for students in participating digital-based learning.
Incorporating Linguistic Landscape into Teaching: A Project-Based Learning for Language Practices at Primary School Padmadewi, Ni Nyoman; Suarcaya, Putu; Artini, Luh Putu; Munir, Ahmad; Friska, Junita; Husein, Rahmad; Paragae, IGAPNS
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.58792

Abstract

Project-based learning (PjBL) has been widely implemented in language learning. However, no research has been conducted on its use with linguistic landscape (LL) as a pedagogical tool in primary schools. This study was therefore conducted to look into the use of PjBL with LL for language practices and values in primary school. The purpose is to analyse the kinds of PjBL incorporating LL conducted, the teaching procedures implemented, the competencies and values promoted, and teachers’ opinions about its use for primary school. The study used a mixed-methods design that relied heavily on qualitative description and was supplemented with quantitative analysis. The study was conducted at a primary school, which was selected using the purposive sampling technique. Six teachers, six experts and students of grades 4, 5, and 6 teachers were involved. The amount of 520 LL was collected during the year 2022 using direct observation, questionnaire, interviews, and document study analysis. The data were analyzed qualitatively and quantitatively. The results show that PjBL of various kinds (PLS projects, legacy students’ projects, event-based and annual projects) has been incorporated into LL for language instruction. The teacher needs to prepare, introduce the concept of LL, allow students to observe and analyze the tasks, have discussions, design and creation, presentation and display, and reflection as the teaching procedure.  Multifaceted competence and values are promoted. The teachers and experts have positive opinions about it. The study implied that PjBL with LL is very beneficial for language practices and character values.
E-Learning Using the Flipped Classroom Model-Based Teachmint Application and its Impact on Student Science Learning Outcomes Kurniawan, Romi; Fitria, Yanti
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.59262

Abstract

The lack of teachers' ability to create science learning media that is integrated with technology and information for grade V elementary schools prompted this research. The purpose of this research is to create a valid, practical and effective e-Learning product for the fifth grade science class in elementary schools. The research method used is Research and Development and refers to the ADDIE development model. Data collection techniques are divided into 2, specifically Qualitative and Quantitative data. Qualitative data had been received from suggestions and comments by means of validators and practitioners. The media became validated by 2 material professional lecturers, 2 media professional lecturers, and 1 language professional lecturer, and tested by 2 instructors and 10 students for practicality, and 31 college students for effectiveness. Quantitative information was acquired from the results of validator and practitioner questionnaire exams. Data analysis techniques uses a Likert scale and a paired sample t-test. The results of the validation and testing of science lessons show that the Media Media e-Learning based on the Flipped Classroom Model using the Teachmint application on Ecosystem Theme 5 is said to be very valid with a score of 91, very practical with a value of 92.5 and very effective 92.1. Based on the results of the data acquisition, it shows that e-Learning using the Teachmint application for science learning outcomes is considered very valid, very practical, and very effective in learning science in elementary schools.
Interactive Multimedia Based on Project-Based Learning Model Using Articulate Storyline 3 Application on the Topic of the Human Digestive System Marpelin, Ni Komang Sinta; Margunayasa, I Gede; Trisna, Gusti Ayu Putu Sukma
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.59645

Abstract

This development research is motivated by using media and learning models in elementary schools that could have been more optimal and decreasing student learning outcomes in elementary schools in science content. This research develops interactive multimedia based on the project-based Learning (PjBL) model using the articulate storyline of three applications on the subject of the human digestive system. Development research uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The subjects of this study were four experts, three teachers, six students, and 1 group of fifth-grade students. The object of this research was interactive multimedia based on the PjBL model. Data collection methods used are questionnaires/questions and tests. The data collection instrument was a closed questionnaire using a rating scale and multiple-choice test instruments. This development research shows that an interactive multimedia prototype based on the PjBL model consists of 3 main parts: the opening display, the initial display, and the main display. The average media expert eligibility score is 4.71, and the expert learning content is 4.8, a very good classification. The average practicality score by the teacher is 4.89, and by students is 4.78, with a very good classification and interactive multimedia based on the PjBL model using the Articulate Storyline 3 application effectively increases fifth-grade students' learning outcomes on the human digestive system.
3D Interactive Multimedia with a Contextual Approach in English Subjects Wahyuningsih, Linda; Parmiti, Desak Putu
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.60473

Abstract

Various technological improvements were developed to be able to help achieve each material competency in learning. This study aims to: (1) find out the design and development of interactive multimedia with a contextual approach, (2) find out the validity of interactive multimedia with a contextual approach (3) find out the effectiveness of interactive multimedia with a contextual approach in English. This type of research is development using the ADDIE model. Data collection was carried out by recording documents, interviews, questionnaires and tests. The data analysis used is descriptive qualitative analysis, quantitative and inferential statistics. The results of this study are (1) Interactive multimedia is developed using the ADDIE model through 5 stages (analyze, design, development, implementation, evaluation); (2) the validity of interactive multimedia based on the results of the review by content experts and media experts was 96%, the results of the design expert's review were 94.66%, the results of individual trials were 95.88% and small group trials were 98.2% ( 3) the effectiveness of interactive multimedia shows an average pre-test of 52.2 and a post-test score of 81.9. After calculating using the t-test, the results obtained are t-count of 12,595 > t-table 2,074. So H0 is rejected and H1 is accepted. Thus, interactive multimedia with a contextual approach which was developed is effective for improving students' learning outcomes in English.
Augmented Reality-Oriented Problem-Based Learning in Natural Science Materials Wiraha, Made Adi; Sudarma, I Komang
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.60618

Abstract

Problems that arise from students' difficulties in participating in the learning process and working on media for a long time make students' abilities low. Student learning outcomes are common because the lack of student knowledge is the main problem in learning. To help improve student learning outcomes can be assisted by using learning media, this study uses augmented reality learning media. This study aims to design problem-based learning based on augmented reality on science material for class V. This research uses a quantitative method. The subjects in this study consisted of 1 media expert, one design expert, and one content expert; three students as individual trials, nine as small group trials, and 23 as field trials. Data collection techniques include qualitative description, quantitative description, and statistical inferential t-test. The results of the study were (1) the design of augmented reality with the ADDIE model stages, (2) the media expert scored 94.4% very good qualification, the design expert test scored 92% very good qualification, the content expert test scored 98.6% qualification very good, individual trials obtained a score of 96.47% very good qualification, group trials obtained a score of 95.57% very good qualifications, (3) based on the effectiveness test it was declared effective, based on the average pretest results with a score of 49.2 and the average posttest results with a score of 84.78. It can be concluded that problem-based learning-oriented augmented reality in science material is feasible.
Enculturation of Bugis Sidenreng Rappang Local Wisdom through Ethnopedagogy of Traditional Games Adela, Dhea; Suastra, I Wayan; Lasmawan, I Wayan
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.60689

Abstract

Efforts to preserve local culture face challenges with the domination of foreign cultural acculturation which is starting to dominate today. The actualization of local wisdom values ​​through traditional games is a potential for the development of the sociological-anthropological basis of the curriculum in schools. Such as traditional games which are still preserved by the local Bugis Sidenreng Rappang community, South Sulawesi. The purpose of this study was to analyze the values ​​of local wisdom contained in traditional games of the Bugis tribe to then become the sociological- anthropological foundation of education. This research approach uses a qualitative approach with a phenomenological design. Data analysis used interpretative phenomenological analysis. These traditional games include Massempe, Maraga, Maggasing, Maggalenceng, Massantok, Mallogo, Maggale, and Mappasajang. Data collection techniques using observation, interviews, and documentation. The results of the study show that each traditional game that is played has an attitude and social value that can be used as curriculum development based on local wisdom such as malempu (honest), warani (brave), never give up, conscientious, creative, cooperative, and practice in problem solving. This age-old Bugis game is brimming with moral principles. The character education of students in schools is strengthened by playing traditional games. This is evident in a number of areas of people's life, including those related to education, society, the economy, and health.
Scout Practice Digital Teaching Module on the Topic of Scout Knots for Elementary School Students Putri, Putu Devi Janisa; Sudatha, I Gde Wawan; Jayanta, I Nyoman Laba
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.61533

Abstract

This research is motivated by problems in Scouting learning that are still confessional so that they are not effectively understood and the use of digital technology that has yet to be maximized. This research aims to develop a quality Digital Teaching Module for Elementary Scout Practices by testing its validity and practicality. This type of research is Research and Development with the ADDIE model. The subjects of this study were two media experts, two material experts, two design experts, two lecturers, and 12 students who had attended scouting lectures. The data collection method used was a questionnaire with an instrument in the form of a rating scale sheet. The data analysis techniques used are descriptive, qualitative, and quantitative. The results showed that: (1) the developed media prototype consists of 3 main parts, namely the opening, core, and closing views; (2) the validity test results show an average score of 93.83% material experts, 96.66% design experts and 95.33% media experts with very good qualifications, (3) the results of the practicality test show an average individual test score of 97.5%, small group test 98.61% and by practitioners of 96.66%. This study concludes that the digital teaching module for elementary scout practices developed is very valid and practical to be developed in learning.
FlipHTML5 Assisted E-Book to Improving Elementary School Students' Motivation Handiar, Afifah; Zulherman
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.61566

Abstract

The utilization of learning media has the potential to captivate and motivate students, as it can enhance the clarity of message and information delivery, thereby facilitating and optimizing the learning experience and outcomes. This research aims to create a FlipHTML5 assisted E-book that can be a proficient educational tool to enhance motivation and academic achievements. The present study employs research and development (R&D) methodology utilizing the ADDIE development model, comprising five stages, Analysis, Design, Development, Implementation, and Evaluation. The product undergoes validation by experts in the relevant fields of material, media, and language, followed by an assessment of media efficacy through a pretest-posttest methodology. The validation outcomes indicate that material experts weighed an average score of 78%, placing it in worthy category. Media experts, on the other hand, weighed an average score of 89%, positioning it in very worthy category. Lastly, language experts weighed an average score of 76%, placing it in worthy category. The present study examines the efficacy of utilizing the FlipHTML5 platform to facilitate the human respiratory system learning material. The study employed N-Gain analysis and a T-Test to discern disparities between the experimental and control groups. The findings indicated that the E-book's development enhanced students' motivation and learning outcomes. Consequently, this research has contributed valuably to establishing a conducive learning environment well-suited for educational purposes.
Professional Status: Teachers' Difficulties in Compiling Questions Based on Higher Order Thinking Skills Pramesti, Ni Ketut Ayu; Riastini, Putu Nanci
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.61625

Abstract

Higher-order thinking skills are needed in dealing with 21st-century learning. The teacher's role is crucial in improving students' higher-order thinking skills. However, implementing HOTS-based questions is rarely used by teachers who have or have not held professional status. This study analyzes teachers' difficulties in compiling HOTS-based questions regarding professional status. This study used a descriptive quantitative approach. The population in this study were all teachers in Cluster. Sampling in this study was carried out by cluster sampling, then proportional random sampling in each Cluster. The sample in this study was 34 teachers, who were divided into two groups, namely teachers who had not yet held professional status and had. Data collection used an instrument in the form of a questionnaire. Data were analyzed using descriptive statistics in mean, standard deviation, and percentages converted to PAP. The results of this study were that teachers who are not yet professional in compiled HOTS-based questions were in the very high category, while the difficulties of teachers who already hold professional status in compiled HOTS-based questions were in the high category. Teachers who are not yet professional in compiling HOTS-based questions have difficulty understanding cognitive levels, determining cognitive levels, choosing KKO, and compiling contextual stimuli. For teachers with professional status, the difficulties experienced are chosen KKO, compiled contextual stimuli, and compiled stimuli that are easy for students to understand.

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