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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
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Jl. Udayana Kampus Tengah Singaraja, Bali, Indonesia 81116
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Kota denpasar,
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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
Transformation of Elementary Science Learning with the Project Based Learning Model Rahma santhika; Rohmani
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i1.92889

Abstract

This study focuses on the effectiveness of using Project Based Learning (PJBL) in learning Natural Sciences in elementary schools. PJBL is a project-based learning model that encourages students to actively participate in investigation, exploration, and problem solving through projects that are relevant to the learning material. This model is considered capable of improving conceptual understanding, critical thinking skills, and active involvement of students in science learning. This study uses the Systematic Literature Review approach by analyzing articles from the Google Scholar database published between 2019 and 2024. From a total of 261 initial documents, 8 articles were selected based on eligibility criteria, such as relevance to the topic, accessibility, and publication quality. The results showed that the implementation of PJBL was effective in improving student learning outcomes, problem-solving skills, and learning motivation. In addition, PJBL also encourages students to work collaboratively, think creatively, and be more independent in understanding science concepts. The implication of this study is that PJBL can be an innovative learning model that helps teachers create more interactive and meaningful learning experiences. Therefore, support is needed in the form of teacher training and provision of adequate resources so that PJBL can be implemented optimally in elementary schools.
Mathematics E-Comic Media Based on Local Wisdom of Jejaitan in Identifying Angles Material for Fourth Grade Elementary Students Ni Ketut Puri Arniti; Anak Agung Gede Agung
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.93132

Abstract

Students' low learning outcomes in understanding angle concepts in Mathematics are caused by the lack of innovative and contextual learning media. Learning is still dominated by lecture methods, making it difficult for students to grasp the material. This study aims to design, assess feasibility, and evaluate the effectiveness of e-comic media based on the local wisdom of jejaitan in enhancing students' understanding. This research employs Research and Development (R&D) using the ADDIE model. The study involved 24 fourth-grade students from elementary school and several experts as validators. Data were collected through questionnaires and tests, then analyzed using validity, reliability, and effectiveness tests with a one-sample t-test. Results showed that the e-comic received a very high validation score, exceeding 90%. The effectiveness test demonstrated a significant improvement, with tvalue = 2.314 greater than ttable = 1.714 (p < 0.05). This study concludes that e-comic media based on local wisdom of jejaitan is effective for Mathematics learning. The implication is that digital and culture-based media can enhance learning quality and encourage educators to develop more engaging and contextual strategies.
Diorama Media Fiction Stories in Indonesian Language Subjects For Increase Skills Write Student Nyoman Ayu Candra Purnama Dewi; Maria Goreti Rini Kristiantari; Dewi Anzelina
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.93241

Abstract

Elementary school students' writing skills still need significant strengthening, considering that many of them have difficulty in developing ideas and expressing them coherently in written form. The lack of ability to explore creativity in writing indicates the need for more innovative learning strategies and facilitate comprehensive exploration of ideas. This study aims to determine the effectiveness of the Fiction Story Diorama learning media in Indonesian Language Subjects to Improve Writing Skills of Grade IV Elementary School Students. The development model used is the ADDIE model. The subjects of this study were 18 grade IV students. Data collection methods and instruments used interviews, questionnaires and tests. The data analysis techniques used in this study were quantitative, qualitative and inferential descriptions. The results of the effectiveness test of this media were tested through a post-test, which showed that the concrete media "Diorama" was effective in learning Indonesian with fictional story material. The results of the calculation of the m t-test showed a t count of 14.38 and the results of the t-table were 1.73406, so from the results of the analysis it can be compared that the t count is greater than the t-table. Thus it can be concluded that this learning media is effective in improving students' writing skills. The implication of this study is that it can motivate teachers to be able to develop more diverse concrete learning media, in order to help the learning process so that it makes it easier for teachers to deliver the material.
E-book Exposition Text Based Balinese Local Wisdom Increases Elementary School Student Reading Interest Puryanti, Luh Kade Deni; I Gede Margunayasa
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.93517

Abstract

This research is motivated by the limited use of teaching media in learning which causes students to have less than optimal understanding and interest in reading. This has an impact on low student learning outcomes. This study aims to analyze the design, media feasibility, and effectiveness of Balinese local wisdom-based Exposition Text E-Books in Indonesian language subjects to increase the reading interest of grade V elementary school students. The type of research used is quantitative research with a development method using the ADDIE development model. The population and samples in this study were grade V students totaling 20 students. Data collection techniques were carried out by observation, interviews, and questionnaires or questionnaires. This study used quantitative descriptive analysis techniques, qualitative, and inferential statistical analysis (dependent sample t-test). The results of this study are (1) E-Book of Expository Text based on local wisdom in Indonesian language subjects in the form of a website developed with the Canva application. (2) The feasibility of the E-Book is shown from the results of the learning content/material test obtained a percentage of 96.42% (very good), instructional design expert test 91.25% (very good), learning media expert test 92.85% (very good), individual trial 84.09% (very good), and small group trial 89.39% (very good), (3) The effectiveness of the E-Book based on the t-test obtained tcount = 2.222 and ttable = 2.093 which means tcount > ttable, so H0 is rejected and H1 is accepted. Thus, the results of this study indicate that local wisdom-based Expository Text E-Books are feasible and effective to use in Indonesian language subjects to increase the reading interest of grade V elementary school students. Thus, it is expected that the Expository Text E-Book based on Balinese local wisdom has a positive impact in increasing elementary school students' interest in reading.
The Effect of PjBL Assisted by Mentimeter Media on Learning Outcomes of Geometry Material I Putu Suardipa; Nyoman Lisna Handayani; I Komang Wahyu Wiguna; Made Ferry Kurniawan
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.94549

Abstract

The low mathematics learning outcomes among elementary school students, particularly in the topic of decimal numbers, are caused by a lack of active student engagement, limited variation in teaching methods, and minimal integration of technology in the learning process. The aim of this study is to analyze the effectiveness of the Project-Based Learning (PjBL) model assisted by the digital media Mentimeter in improving elementary students' mathematics learning outcomes on the topic of decimal numbers. This research employed a quasi-experimental method with a pre-test post-test control group design, involving 186 fourth-grade elementary school students. The sample was selected through random sampling, with Class IV A as the experimental group (27 students) and Class IV B as the control group (15 students). Data were collected through observation, interviews, tests, and documentation. A t-test was used to analyze the data. The t-test results showed that among the 32 tested students, the tvalue was 7.074 and the ttable was 1.683, indicating that the null hypothesis (Ho) was rejected and the alternative hypothesis (H1) was accepted, revealing a significant difference between the two groups. This study implies the importance of integrating project-based learning models with the support of interactive digital media such as Mentimeter to create a more engaging, participatory, and meaningful learning experience for elementary school students, especially in mathematics education.
Contextual-based Digital Comic with Mathematics Content of Angle Measurement Material for Grade V Elementary School Students Putu Alvina Damayanthi; Gusti Ngurah Sastra Agustika; I Nyoman Laba Jayanta
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.94632

Abstract

This research departs from the fact that the lack of use of digital media in the learning process. Research with this development model aims to provide alternative learning media in the form of contextual-based digital comics on grade V angle measurement material to improve student learning outcomes. This research was conducted using the ADDIE model which consists of the stages of analysis, planning, development, implementation, and evaluation. The subjects selected in this study consisted of one content expert, design expert, media expert, fifth grade teacher, three individual test students, and nine students for the small group test. The data in this study were collected through interviews, questionnaires, and tests. The instruments used in this study were questionnaires and multiple choices tests. The data that has been collected is then analysed using analysis techniques with quantitative descriptive approaches, qualitative descriptive, inferential statistical analysis. The findings in this digital comic product development research are as follows: (a) The results of product validity test through experts show that digital comic media have very valid qualifications; (b) the results of practicality test through teacher responses, individual tests, and small group tests obtained very practical qualifications; (c) the results of media effectiveness test through pre-test and post-test obtained effective qualifications. It can be concluded that the contextual-based digital comic media for mathematics content on angle measurement material is effective in improving learning outcomes, especially for grade V students.
Augmented Reality Based Flashcard Media to Improve Student Learning Outcomes on the Topic Water Cycle V Grade Elementary School Kadek Kartika Listiani; Wayan Eka Paramartha
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.94634

Abstract

The problem of lack of motivation and learning experience that causes a decrease in student learning outcomes. This study aims to develop augmented reality-based flashcard media to improve student learning outcomes on the topic of the water cycle in grade V SD that is valid, practical and effective. The research conducted is a development research (Research & Development) and uses the ADDIE development model. The data collection method used in this research is using questionnaire instruments and objective tests. Data on the results of media validity comes from the assessment of learning material experts and learning media experts. In this study obtained the results of the material expert assessment of 4.87 and 4.91 from the assessment of learning media experts, so that these results have very good qualifications. Data from the practicality of the media comes from the assessment of the practitioner's response and the response of 10 fifth grade students. The percentage result of the practitioner's response is 91% and the student's response is 95.2%, so that the response results can be qualified as very good.The results of the research on augmented reality-based flashcard media to improve student learning outcomes on the topic of the water cycle in grade V elementary school were declared: (1) valid based on the aspects of content, design and learning media, (2) practical based on the perspectives of practitioners and students, (3) effective to improve student learning outcomes on the topic of the fifth grade water cycle as evidenced by the results of the t-test. Based on these results, it can be concluded that flashcard media based on augmented reality is valid, practical and effective in improving student learning outcomes.
The Effectiveness of Character-Integrated Quantum Learning on Students' Learning Motivation in Early Childhood Science Courses Windayani, Ni Luh Ika; Widyasanti, Ni Putu
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.95790

Abstract

The issue of low student motivation in early childhood science education courses has become a major concern in improving the quality of higher education, particularly in Early Childhood Teacher Education (PGPAUD) programs. This study aims to examine the effectiveness of the Quantum Learning model integrated with character values in enhancing students’ learning motivation. A quantitative approach was employed using a quasi-experimental method with a pretest-posttest control group design. The participants consisted of 60 PGPAUD students at STAHN Mpu Kuturan Singaraja enrolled in the early childhood science course. The sample was randomly divided into two groups: an experimental group that received instruction through the Quantum Learning model with embedded character values (n=30), and a control group that received conventional instruction (n=30). A validated learning motivation scale was used as the research instrument. Data were analyzed using Analysis of Covariance (ANCOVA). The results revealed a significant difference in posttest motivation scores between the experimental and control groups (p < 0.001), with a Partial Eta Squared value of 0.843, indicating a large effect size. Meanwhile, pretest scores did not significantly affect posttest outcomes (p > 0.103). It can be concluded that the Quantum Learning model integrated with character values is effective in increasing students’ learning motivation. These findings imply the importance of incorporating character education into instructional models to improve the quality of future early childhood educators.
CodeSTEM: An Innovative Future Thinking-Based Coding Learning to Improve Students’ Computational Thinking Skills Rati, Ni Wayan; Tri Esaputra, I Nyoman
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.96261

Abstract

The lack of Computational Thinking skills and low motivation to learn coding in elementary schools pose a challenge in 21st-century education. This situation is exacerbated by the limited availability of innovative and contextual learning media that can support the development of these skills. This study aims to develop and test the effectiveness of the CodeSTEM learning platform based on coding with a Future Thinking approach to improve the Computational Thinking skills of seventh-grade elementary school students. The study uses a Research and Development (R&D) method with the ADDIE development model, which includes the stages of needs analysis, design, development, implementation, and evaluation. The needs analysis was conducted through literature review, observation, and interviews with teachers and students. Then, the platform was designed with interactive content that integrates Future Thinking and project-based learning. Product validation involved experts in content, design, and digital media to ensure theoretical and technical feasibility. Trials were conducted in stages: individual testing, small group testing, and field testing involving 28 fifth-grade elementary school students. Data were collected through observation, questionnaires, interviews, and pre-test and post-test assessments of Computational Thinking skills. Validation results showed that the product had very good feasibility, and the field test demonstrated significant improvement in students’ Computational Thinking abilities as well as positive responses to the media. This study contributes to the development of innovative and applicable digital learning media and serves as an effective alternative for coding education in elementary schools. Recommendations for further research include testing in broader contexts and developing offline features to overcome infrastructure limitations.
Exploring the Gamelan Harmony Website for Elementary School Students I Nyoman Jampel; Luh Nik Armini; Kade Sathya Gita Rismawan
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.96269

Abstract

Students' psychological well-being is a critical factor in supporting academic success. However, academic stress among elementary school students especially those in upper grades—is increasing, with few integrated interventions tailored to their emotional needs. This study aims to design and develop the Gamelan Harmony website, an artificial intelligence (AI)-based platform integrated with Balinese gamelan music, as an innovative medium to support student relaxation and reduce learning-related stress. This research adopts a Research and Development (R&D) approach using a simplified Borg and Gall development model, focusing on the initial product design phase. Data were collected through observation, interviews, and questionnaires involving 2 language experts, 2 content experts, 2 media experts, 1 teacher, and 9 students for individual and small group trials. Data were analyzed using descriptive quantitative methods. Expert validation results showed that Gamelan Harmony achieved a “very valid” rating, with average scores above 95%. Practicality tests also yielded “very practical” results, with scores ranging from 90% to 96%. These findings suggest that integrating AI with local cultural elements has the potential to offer an educational, adaptive, and contextually relevant solution for managing stress among elementary school students.

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