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 918 Documents
Sign Language Tutorial Book for Elementary School Science Terminology on the Topic of Human Growth and Development (BUTOIJO) Luh Komang Ayu Irmayanti; Putu Nanci Riastini; Luh Sri Surya Wisma Jayanti
International Journal of Elementary Education Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i4.107221

Abstract

The main problem in elementary science learning is the limited availability of learning resources that bridge communication between teachers, deaf students, and non-deaf students, particularly in understanding science terminology that is difficult to explain through conventional sign language. This condition reduces accessibility and the participation of deaf students in the learning process. This study aims to develop and examine the feasibility and practicality of a digital tutorial book based on local sign language for elementary science learning. The research employs a Research and Development (R&D) approach using the ADDIE model, which includes analysis, design, development, limited implementation, and evaluation stages. The subjects of the study consisted of teachers and students as product users. Data were collected through validation questionnaires from media, material, and language experts, as well as response questionnaires from teachers and students. Data analysis was conducted using descriptive quantitative techniques to assess the validity and practicality of the product. The results show that the validation scores from media, material, and language experts each reached 1.00, indicating a very high validity category. The practicality test showed that the teacher response percentage was 93.89% and the student response percentage was 95.28%, categorized as very practical. Therefore, the developed product is considered feasible and practical for use in inclusive learning. The implication of this study indicates that integrating local sign language into digital media can improve learning accessibility while supporting the preservation of sign language within the educational context.
Hypothetical Inquiry Model as a Strategy for Improving Critical Thinking in Elementary School Learning Nurul Izhan Pepridel Yulanda; Ratna Ekawati; Adi Atmoko
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.108063

Abstract

Elementary students’ critical thinking is low due to lecture and memorization based science instruction that limits evidence based reasoning. This study aims to explore the implementation of the hypothetical inquiry model as a strategy for improving fifth-grade elementary school students’ critical thinking skills in science learning, particularly in the topic of simple electricity.This study employed a qualitative approach using a case study design. The hypothetical inquiry model was implemented across five instructional meetings, emphasizing a complete cycle of scientific reasoning, including phenomenon observation, hypothesis formulation, investigative design, data collection and analysis, and hypothesis evaluation. Data were collected through classroom video recordings, participatory observations, in-depth interviews with students, and analysis of students’ learning artifacts. The findings reveal four pedagogical interaction patterns that facilitate the development of students’ critical thinking skills: (1) scaffolding of stepwise hypothesis formulation, (2) collaborative evaluation of evidence through cognitive conflict, (3) construction of evidence-based causal reasoning, and (4) metacognitive reflection on the inquiry process. The students demonstrated progressive improvement in their ability to formulate testable hypotheses, design systematic investigations, and construct evidence-based causal arguments. This study contributes to the inquiry-based learning literature by providing an in-depth description of the pedagogical mechanisms through which the hypothetical inquiry model supports the development of elementary school students’ critical thinking skills in learning abstract science concepts.
Enhancing Fifth-Grade Students’ Understanding of the Human Digestive System through Interactive Science Media Ria Juhariyani; Sarwanto; Roemintoyo
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.109426

Abstract

The lack of optimal use of learning media in the classroom is one of the factors contributing to low science learning outcomes among elementary school students, particularly in learning the human digestive system. This study aims to explore the need for SiCerMa interactive media to support science learning on the human digestive system. The participants of this study involved elementary school teachers and fifth-grade students. The research employed a qualitative descriptive approach using the ADDIE development model with a focus on needs analysis. Data were collected through observation, document study, interviews, and questionnaires, while data analysis followed the interactive analysis model of Miles and Huberman. The findings indicate that students experience difficulties in understanding the human digestive system when learning relies on conventional media, and both teachers and students express a strong need for interactive science media. Interactive SiCerMa media integrated with problem-based learning is considered capable of supporting students’ conceptual understanding and learning engagement. The study concludes that concrete, interesting, and interactive learning media are essential to facilitate a better understanding of the human digestive system in elementary science learning.
Development of Augmented Reality "Sikola" Media Based on the "Megoak - Goakkan" Tradition on Cultural Diversity Material to Stimulate Reading Interest in Grade III Elementary Schools Ni Luh Widya Ayodya Putri; Putu Aditya Antara; I Kadek Edi Yudiana
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110297

Abstract

Low reading interest among elementary school students remains a challenge in literacy and culture-based learning due to the limited use of innovative and contextual learning media, resulting in low student engagement in the learning process. This study aims to analyze, design, and evaluate the development of “Sikola,” an augmented reality-based learning medium integrated with the local tradition of Megoak-Goakkan within the topic of cultural diversity to stimulate students’ reading interest. This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects involved 101 third-grade students, along with content experts, media experts, and teachers as practitioners. Data were collected through observation, interviews, questionnaires, and documentation. The instruments included validation sheets, student response questionnaires, and a reading interest scale. Data were analyzed using descriptive quantitative and qualitative techniques. The results indicate that the developed “Sikola” augmented reality media is conceptually feasible, practical, and effective in stimulating students’ reading interest through interactive visuals, culturally contextualized content, and immersive learning experiences. This media supports meaningful, engaging, and student-centered learning. The findings suggest that integrating augmented reality technology with local cultural wisdom can serve as an innovative pedagogical strategy to enhance literacy engagement and cultural awareness among elementary school students.
Interactive Multimedia Based on Balinese Jejahitan Ethnomathematics Improves Learning Outcomes of Fourth Grade Elementary School Students Ni Kadek Wina Indrasari; Gusti Ngurah Sastra Agustika; Adrianus I Wayan Ilia Yuda Sukmana
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110342

Abstract

The low mathematics learning outcomes of students remain a significant issue influenced by various factors, one of which is the limited use of interactive multimedia in the learning process. This study aims to analyze the design, validity, feasibility, and effectiveness of interactive multimedia based on Balinese Jejahitan ethnomathematics on the topic of plane geometry. This research employed a Research and Development (R&D) approach using the ADDIE model and involved fourth-grade elementary school students as the subjects of the trials. Data were collected through questionnaires and tests, with instruments consisting of expert validation sheets and multiple-choice tests. Data analysis was conducted using descriptive qualitative and quantitative methods, followed by inferential statistical analysis using a paired sample t-test. The results indicate that the developed multimedia has a very high level of validity and feasibility based on expert evaluations and student trials. Furthermore, the effectiveness test shows a significant improvement in students’ learning outcomes after the implementation of the interactive multimedia. In conclusion, interactive multimedia based on Balinese Jejahitan ethnomathematics is effective for use in mathematics learning. The findings imply that the integration of local cultural elements through interactive media can enhance student engagement and conceptual understanding in a more meaningful way.
Game Based Learning Assisted by Flash Card on Mastery of New Vocabulary of Indonesian Language Ni Putu Chandra Maharani; Anak Agung Gede Agung; Maria Goreti Rini Kristiantari
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110355

Abstract

Low mastery of new vocabulary among elementary students has become a critical issue that affects their Indonesian language skills and overall learning outcomes. Conventional teaching approaches often fail to engage students actively, resulting in limited vocabulary acquisition and retention. This study aims to analyze the effect of a game-based learning model assisted by flash card media on students’ mastery of new vocabulary in Indonesian language learning. The research employed a quasi-experimental design using a non-equivalent pre-test post-test control group design. The population consisted of third-grade elementary students, with a total sample of 53 students selected through cluster random sampling. Data were collected using a written multiple-choice test designed to measure students’ vocabulary mastery before and after the intervention. The data were analyzed using inferential statistics through an independent sample t-test at a 5% significance level. The findings indicate that students who were taught using the game-based learning model assisted by flash cards demonstrated higher improvement in vocabulary mastery compared to those who received conventional instruction. This suggests that the integration of interactive learning strategies and visual media enhances student engagement and supports more effective vocabulary acquisition. In conclusion, the implementation of game-based learning assisted by flash cards contributes significantly to improving students’ mastery of new vocabulary and provides a meaningful and engaging learning experience.
Innovation in Fifth Grade Mathematics Learning through Design Thinking Models assisted by Interactive Videos Ni Luh Komang Sri Handayani; I Wayan Widiana; Ketut Herya Darma Utami
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110600

Abstract

The low cognitive learning outcomes of students in elementary school mathematics remain a critical issue that requires serious attention. This condition is influenced by the dominant use of conventional teaching models and the limited use of engaging learning media, resulting in low student participation and inadequate conceptual understanding. This study aims to analyze the effect of the Design Thinking model assisted by interactive videos on students’ mathematics learning outcomes. The research employed a quantitative approach with a quasi-experimental method using a nonequivalent post-test only control group design. The sample consisted of 50 students divided into an experimental group and a control group. Data were collected using a multiple-choice objective test developed based on learning indicators and were analyzed using a t-test (Welch t-test). The results of the analysis showed that the t-value was greater than the t-table value, leading to the rejection of the null hypothesis. These findings indicate that the Design Thinking model assisted by interactive videos has a significant effect on improving students’ mathematics learning outcomes. In conclusion, the integration of innovative learning models with interactive media enhances student engagement and conceptual understanding. The implication of this study highlights the importance of implementing student-centered learning models supported by engaging media to improve the effectiveness of mathematics learning.
A Tool for Improving Fifth Grader Listening and Speaking Skills: Interactive Balinese Shadow Puppet Comics I Gede Wahyu Sukadana Sukadana; I Komang Sudharma Sudharma; Ketut Herya Darma Utami Utami
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110610

Abstract

Low listening and speaking skills of fifth-grade students at Elementary School in English subjects majorly caused by the lack of innovative learning media and low student engagement. The purpose of this study is to develop valid and effective Balinese Puppet-based interactive comic media to improve students' listening and speaking skills. This study is a Research and Development (R&D) project using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the trial were 24 fifth-grade students. Data collection instruments included expert validation questionnaires and tests (pre-test and post-test). The results showed that the media was declared highly feasible by material experts, media experts, and instructional design experts. The effectiveness test results indicated a significant improvement in students' skills after using the media. It can be concluded that the Balinese Puppet interactive comic media have a big potential in improving students' listening and speaking skills and is capable of providing a contextual learning experience through the integration of local culture.
Reality Counseling with the WDEP (Wants, Doing, Evaluation, Planning) Technique to Increase Students' Interest in Learning Sinta Wahyu Safitri; Ni Ketut Suarni; Kade Sathya Gita Rismawan
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110675

Abstract

This research is motivated by the low interest in learning of students as indicated by the lack of active participation in learning, low motivation to complete assignments, and passive attitudes during the learning process. This condition indicates the need for guidance and counseling interventions that can foster awareness, responsibility, and intrinsic motivation of students. This study aims to describe the effectiveness of reality counseling with the WDEP (Wants, Doing, Evaluation, Planning) technique in increasing students' interest in learning. The population in this study consisted of all 26 students. The researcher applied the Purposive sampling technique in determining the research subjects. Purposive sampling is a method of selecting samples based on certain considerations or criteria. The sample used by the researcher was a class X with 6 students and a class XI with 11 students. The data collection method and instrument used in this study was a questionnaire. The data analysis technique used in this study was data analysis with a t-test. The results of the study showed an increase in students' interest in learning after being given reality counseling with the WDEP technique. The implications of this study indicate that reality counseling with the WDEP technique can be used effectively as an alternative guidance and counseling service to increase students' interest in learning.
Interactive E-Module Based on Contextual Teaching and Learning as a Digital Learning Media for Elementary School Students Oka Cahya Ningrum; Anak Agung Gede Agung; Ida Bagus Gede Surya Abadi
International Journal of Elementary Education Vol 10 No 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v10i1.110881

Abstract

The limited use of interactive digital learning materials, along with low student motivation and conceptual understanding, remains a major challenge in Natural and Social Sciences (IPAS) learning, particularly on the topic of states and changes of matter in elementary education. Learning processes that are insufficiently contextual and fail to connect content with students’ real-life experiences result in less meaningful learning. This study aims to develop, evaluate the feasibility, and examine the effectiveness of an interactive e-module based on Contextual Teaching and Learning (CTL) as a learning medium for IPAS. This study employed a Research and Development approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects were second-grade elementary school students. Data were collected through questionnaires and learning outcome tests, using expert validation sheets and test instruments. Data analysis was conducted using descriptive quantitative techniques and inferential statistics through a t-test. The results indicate that the CTL-based interactive e-module is highly feasible based on expert validation and effective in improving students’ learning outcomes. In addition, the use of the e-module contributes to increased learning motivation, student engagement, and conceptual understanding. These findings imply that CTL-based interactive e-modules can serve as an innovative and contextual learning medium to support IPAS instruction in elementary schools.

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