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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
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.
Design Thinking-Based Learning Assessment Guidelines to Improve Creative Thinking Skills Widyastuti, Ni Luh Made Yulia; Jayanta, I Nyoman Laba
International Journal of Elementary Education Vol 8 No 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i3.74596

Abstract

The creative thinking process is a process that students go through to generate ideas or notions (creativity) in solving problems. Lack of attention to learning assessment in elementary schools that is appropriate and supports student creativity causes low creative thinking skills of students. This study aims to develop a design thinking-based learning assessment guidelines for grade V elementary school students in IPAS subjects and analyze the validity, practicality and effectiveness of the design thinking-based learning assessment guidelines. This research is development research with ADDIE model. The subjects in this study included learning assessment experts, teacher practitioners, and fifth grade students. This study used data collection techniques, namely questionnaires/surveys and tests. Data analysis techniques used qualitative, quantitative and inferential statistical analysis (t-test). The results of this study are the results of validation by learning assessment experts obtained very good qualifications, the results of practicality testing by teachers obtained very good qualifications, and the results of the effectiveness test of the design thinking-based learning assessment guidelines showed a significant difference in the creative thinking ability of grade V students in IPAS subjects before and after participating in learning by using a design thinking-based learning assessment guidelines. This indicates that the design thinking-based learning assessment guidelines are effective because these learning assessment guidelines can assist teachers in designing and implementing assessments to explore and improve students' creative thinking skills comprehensively.
Audio Visual Learning Media on Elementary School Students' Interest in Learning Norfadila; Herwin; Nursakinah
International Journal of Elementary Education Vol 8 No 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i3.78194

Abstract

Learning media is a tool as an intermediary to facilitate classroom learning. The learning process using audio-visual learning media can make the learning process easier so that learning is more interesting and enjoyable. This research aims to analyze whether the application of audio-visual learning media to students' interest in learning in classes 5B and 5C can foster students' interest in learning. By using a quasi-experimental design and quantitative approach, this research is included in experimental research. The population in this study were all students in class 5B and 5C. Sampling in this study used a purposive sampling technique. The data collection method in this research is using a questionnaire, using and this research uses a Quasi experimental non-equivalent control group design or Quasi Experimental Design or usually called a quasi-experiment. The type of research used in this research is experimental research. Data analysis in this study used validity, normality and homogeneity tests as well as hypothesis testing which was carried out through the independent sample t-test. The research results show that the data has a normal and homogeneous distribution. There is a significant difference between the experimental class and the control class. Therefore, Ho is rejected and Ha is accepted. The average score in the experimental class was 61.22, while in the control class it was 58.46. Therefore, it can be concluded that audio-visual media has a significant influence on students' interest in learning.
The Effectiveness of Game Based Learning Utilizing Snakes and Ladders Media on Javanese Script Learning Outcomes Fitriani, Citra Dwi; Insani, Nur Hanifah
International Journal of Elementary Education Vol 8 No 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i3.78934

Abstract

This research is motivated by students' difficulties in writing Javanese script. The purpose of this research is to determine the effectiveness of using a game-based learning model using a snakes and ladders media on students' learning outcomes in writing Javanese script in fifth grade. The type of research used is quantitative research with an experimental method. The research design uses a quasi-experimental design with the type of research being one group pretest-posttest design. The population and sample in this research were fifth grade students totaling 27 students. The sampling technique in this research uses purposive sampling technique, where samples are taken with certain criteria. Data collection methods in this research were observation, tests, and documentation. Based on the research results, a paired sample t- test was obtained at 0.000 and an N-Gain test at 0.5321. The results of the data analysis indicate that the game-based learning model mediated by snakes and ladders is effective enough to improve students' learning outcomes in writing Javanese script. Thus, it is expected that the game-based learning model using snakes and ladders media can have a positive impact on improving learning outcomes in writing Javanese script.

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