cover
Contact Name
Rahmat Aziz
Contact Email
azira@uin-malang.ac.id
Phone
+6281805536270
Journal Mail Official
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 877 Documents
Utilization of Smart Cards in Integer Operations Material to Improve Junior High School Students' Understanding Ahsan, Jauhari Fadil; Avita, Dwi; Sumaji
International Journal of Elementary Education Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i1.74401

Abstract

The problem currently occurring is that there are still many students who consider mathematics to be a complicated science because mathematics is abstract. This has an impact on student interest in learning and low learning outcomes. Therefore, this research aims to analyze the effect of using learning in the form of smart cards in increasing students' understanding of integer operations. This type of research is quantitative research using quasi-experimental methods. The research design was a pre-experimental experimental design with a one-group pretest post-test design. The research subjects were junior high school students with 21 students. The methods used to collect data are observation and tests. The instrument used to analyze data is a test question sheet. The technique used to analyze data is inferential statistics. The data analysis technique in this research uses the t-test and hypothesis testing. This research found that the average student score increased after implementing smart card media in the learning process. In contrast, at the pretest, students only got an average score of 50.24, and after implementing smart card media, the average student score on the post-test was 72.62. This research also found a significant influence between the use of smart card media and students' understanding of integer operations. It was concluded that smart card media can improve junior high school students' understanding of integer operations.
Ethnomathematics Integrated Student Worksheet on Area Measurement Material Improves Elementary School Students' Creative Thinking Ability Novelita, Nevi; Fauzan, Ahmad; Yerizon; Fitria, Yanti; Devian, Lora
International Journal of Elementary Education Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i1.74807

Abstract

The problem in learning mathematics is the low ability to think creatively. Students are less able to produce innovative ideas to overcome new problems. This research aims to develop a valid and practical integrated ethnomathematics student worksheet. The type of research used in this research is development research. The research model used is the Plomp model, which divides the development stage into three phases: the initial investigation, development, and assessment. The subjects of this research were one mathematics material expert, 1 Indonesian language expert, and one art expert, as well as three teachers as a test of media practicality. The trial subjects for this research consisted of individual trials consisting of 3 students and small group trials consisting of 9 students. The methods used to collect data are observation, interviews, questionnaires, and tests. The instruments used to collect data were questionnaires and tests. Data analysis techniques are carried out qualitatively and quantitatively, as well as inferential statistics. The results of this research are validation results of 3.63 with a very valid category. The students' practicality results were 93.05 in the very practical category. The students' practical results were 96.04 in the very practical category. The t-test results show an influence of the Ethnomathematics Integrated Student Worksheet on Extensive Measurement Material on students' creative thinking abilities. It was concluded that the Student Worksheet integrated Ethnomathematics in data area measurement material was very valid and very practical, so it was suitable for use in learning in the fourth grade of elementary school.
Web-Based Magasing Media to Improve Students' Mathematical Problem-Solving Skills at the Elementary School Level Putri, Febriyana Retno; Marmuah, Sri; Supianto
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.v8i2.75077

Abstract

Mathematical problem-solving ability is an ability that requires problem solving skills and creativity in solving it because problems in mathematics sometimes require solutions that use creative thinking from students. Through the use of media in mathematics learning, it can help teachers because media is an important component in learning, and from the use of media. Learning activities become more interactive and trigger participant learning motivation which will affect student learning outcomes. The purpose of this study is to analyze the effectiveness of using website-based Magasing media to improve mathematical problem-solving skills so that students can develop their ability to solve complex problems critically. This study used pre-experimental research with a one group experimental design. The sample in this study was 56 students in elementary school. Data collection was done by comparing the results of the pre-test and post-test of the experimental class after being treated using the media. The results of the effectiveness of website-based Magasing media are seen from the results of the pre-test and post test conducted using the paired sample T test. From the results of the research conducted, the pre-test and post test data obtained a result of 56.03 which indicates that the website-based Magasing media is effective in improving students' mathematical problem-solving skills. Based on the results of this study, through the use of website-based Magasing media is effective in improving the mathematical problem-solving skills of students at the elementary school level.
Digital Literacy Questionnaire Instrument: Based on the Integration of Elementary School Students' Characteristics Afandi, 'Alia Nur Husna; Kusumaningrum, Shirly Rizki; Dewi, Radeni Sukma Indra; Pristiani, Riska
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.v8i2.76773

Abstract

In this era of technological progress, adequate digital literacy skills are needed for elementary school students. The problem that arises is the lack of measuring tools to capture digital literacy skills specifically for elementary school students. Where this measuring instrument can be used as a tool to profile elementary school students' digital literacy abilities. The results of the digital literacy skill profile portrait can be used by teachers to carry out future intervention strategies. Based on this, this research aims to create a questionnaire instrument that can measure digital literacy skills in elementary school students. This research uses seven areas of digital literacy that have been determined by UNESCO (2018). Aspects of the characteristics of elementary school students including cognitive, language, motoric, social-emotional are also taken into consideration. This research applies a 4D model. Data was collected using a validity questionnaire instrument. The test subjects were elementary school teacher education lecturers who had a track record of research related to educational technology. Data were analysis using descriptive analysis techniques to describe the validity of the products that had been developed. The validation results show that the indicators for developing this instrument have been prepared based on the digital literacy theory promoted by UNESCO in 2018, and have also been detailed with the characteristics of elementary school students. According to experts, this instrument can be considered an excellent category and is ready to be used in measuring the digital literacy skills of elementary school students.
Improving Students’ Science Problem Solving Ability through the Implementation of Problem Based Learning Models Assisted by Animation Media Salim, Faisal; Purwanto, Agung; Lestari, 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.v8i2.76925

Abstract

The low ability of students to solve science problems is caused by the lack of effectiveness in the use of learning models and media. This study aims to analyze the effect of problem-based learning models assisted by animation media on the ability to solve science problems for grade IV elementary school students. The research method used was an experiment using a posttest-only control design. The samples taken using the simple cluster random sampling technique amounted to 30 students in the experimental group and 30 students in the control group. Data analysis techniques used includes descriptive statistics and inferential statistics by testing hypotheses using t-tests. The results showed that the average score in the experimental group was 82.4, while in the control group was 59.1. The results of the hypothesis test showed that the value of Sig. (2-tailed) was 0.000 < 0.05 or less than (α=0.05), indicating a significant difference in science problem-solving ability between students in the experimental group and the control group. Based on the results of the study, it can be concluded that the problem-based learning model assisted by animation media has a significant influence on the science problem-solving ability of grade IV elementary school students. With the results of this research, it is hoped that teachers can integrate problem-based learning models and animation media in the learning process to improve students' science problem-solving abilities in elementary schools.
Canva-based Smart Apps Creator Media to Enhance Comprehension Skills of Informational Text for Third-Grade Students Al Haq, Ghaida Tsurayya; 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.v8i2.77090

Abstract

Learning media, as a tool for delivering information from teachers to students, aims to facilitate the teaching and learning process in school. Smart Apps Creator is a software with several advantages for developing interactive learning media, one of which is with the assistance of Canva application as its online design application. This research aims to create Canva-based Smart Apps Creator media to enhance the ability to understand the content of information texts in third-grade elementary schools. The research method used is Research and Development (R&D) based on Sugiyono's research with the Borg & Gall development model modified into eight stages, namely: potential and problems, data collection, product design, design validation, design revision, product testing, product revision, and usage testing. This research utilizes data collection techniques through tests and non-tests. The data analysis techniques used include both qualitative and quantitative data analysis. The material expert validation result obtained a percentage of 90%, and the media expert validation obtained a percentage of 92%, both categorized as "highly feasible." Using Canva-based Smart Apps Creator media in learning activities is quite effective through N-gain testing, with students' learning outcomes reaching 0.66 (65.6%), and the average pre-test score increased from 55 to 83 during the learning process (post-test). From these results, the Canva-based Smart Apps Creator media is declared highly suitable for learning and sufficiently effective in improving the ability to comprehend the content of information texts in Indonesian language classes for third-grade elementary school.
MarBel Math: Android-Based Electronic Mathematics Book to Enhance Learning Outcomes for Fourth-Grade Students Dzulfiqar, Miqdad; Bektiningsih, Kurniana
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.v8i2.77263

Abstract

The limitations in providing innovative learning media that align with the developments in Science and Technology negatively impact students, such as difficulty understanding the material, low learning motivation, and poor learning outcomes. This research aims to develop an Android-based electronic book learning media named MarBel Math for flat shapes material in the fourth grade of Elementary School. This research employs the Research and Development (R&D) method with the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques utilize both test and non-test methods. The data analysis technique involves both quantitative and qualitative data analysis methods. The validation results from content experts yielded an average score of 92%, classified as "very suitable," In the validation test by media experts, an average score of 85% was obtained, classified as "suitable". The study utilized t-test and n-gain analysis to assess the effectiveness of implementing MarBel Math learning media. This test revealed an average increase in student learning outcomes by 68%, with the average increasing from the initial or pre-test score of 54 to 85 in the post-test. From these results, MarBel Math learning media is considered to have very suitable qualifications for use in learning activities and is quite effective in improving student learning outcomes, especially in mathematics learning for flat shapes material in fourth-grade Elementary School.
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.

Filter by Year

2017 2025


Filter By Issues
All Issue Vol 9 No 2 (2025): May Vol 9 No 1 (2025): February Vol 8 No 4 (2024): November Vol 8 No 3 (2024): August Vol 8 No 2 (2024): May Vol 8 No 1 (2024): February Vol 7 No 4 (2023): November Vol 7 No 3 (2023): August Vol 7 No 2 (2023): May Vol 7 No 1 (2023): February Vol 6 No 2 (2022): May 2022 Vol 6 No 4 (2022): Nopember Vol 6 No 3 (2022): August Vol 6 No 1 (2022): February Vol 6, No 1 (2022): February Vol 5 No 4 (2021): November Vol 5, No 4 (2021): November Vol 5 No 3 (2021): Agustus Vol 5, No 3 (2021): Agustus Vol 5, No 2 (2021): May Vol 5 No 2 (2021): May Vol 5, No 1 (2021): February Vol 5 No 1 (2021): February Vol 4 No 4 (2020): November Vol 4, No 4 (2020) Vol 4, No 3 (2020) Vol 4 No 3 (2020): August Vol 4 No 2 (2020): May Vol 4, No 2 (2020) Vol 4, No 1 (2020) Vol 4, No 1 (2020): February Vol 4 No 1 (2020): February Vol 3 No 4 (2019): November Vol 3, No 4 (2019): November Vol 3, No 4 (2019) Vol 3 No 3 (2019): August Vol 3, No 3 (2019) Vol 3, No 3 (2019): August Vol 3 No 2 (2019): May Vol 3, No 2 (2019): May Vol 3, No 2 (2019) Vol 3, No 1 (2019) Vol 3 No 1 (2019): February Vol 2, No 4 (2018) Vol 2 No 4 (2018): November Vol 2, No 3 (2018) Vol 2 No 3 (2018): August Vol 2, No 3 (2018) Vol 2 No 2 (2018): May Vol 2, No 2 (2018) Vol 2 No 1 (2018): February Vol 2, No 1 (2018) Vol 1, No 4 (2017) Vol 1 No 4 (2017): November Vol 1 No 3 (2017): August Vol 1, No 3 (2017) Vol 1, No 3 (2017) Vol 1, No 2 (2017) Vol 1 No 2 (2017): May Vol 1, No 2 (2017) Vol 1, No 1 (2017) Vol 1 No 1 (2017): February Vol 1, No 1 (2017) More Issue