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INDONESIA
Jurnal Ilmiah Sekolah Dasar
ISSN : 25793276     EISSN : 25496174     DOI : -
Core Subject : Education,
Jurnal Ilmiah Sekolah Dasar (JISD) adalah jurnal ilmiah yang diterbitkan oleh jurusan Pendidikan Guru Sekolah Dasar Fakultas Ilmu Pendidikan Universitas Pendidikan ganesha. Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian dan hasil pengabdian masyarakat dibidang pendidikan dan pembelajaran di Sekolah Dasar. Pada akhirnya Jurnal ini dapat memberikan deskripsi tentang perkembangan ilmu pengetahuan dan teknologi di bidang pendidikan dasar bagi masyarakat akademik. Jurnal ini terbit 4 kali setahun (Februari, Mei, Agustus, November).
Arjuna Subject : -
Articles 936 Documents
The Impact of Augmented Reality in English Learning in Elementary Schools Rugaiyah; Istiqamah Ardila; Unan Yusmaniar Oktiawati; Nanda Saputra
Jurnal Ilmiah Sekolah Dasar Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i1.66710

Abstract

The role of language as the most important means of effective communication is universally recognized. In the context of education, students are expected to recognize the potential for acquiring English with the help of the media. Media is a tool for learning English. The use of media in learning English is minimal. The aim is to find out the results of applying augmented reality as a medium for learning English in elementary schools. The method in this research is mixed methods namely survey, observation, and documentation. The subjects of this study were a teacher and elementary school students in English subject. Data collection techniques, nonverbal in the form of pictures, assisted by recording techniques, with the listening method. Data collection instruments used questionnaires and interview sheets. Multimodal analysis techniques and interview results were collected, reduced, and concluded. The results of the study show that teachers can use learning media based on augmented reality in learning English well. There is an increase in student learning outcomes in English subjects after using augmented reality-based learning media. So, can be concluded that the increased satisfaction levels among educators and students, reflecting a more interesting and satisfying learning environment.
Increase Reading Comprehension and Critical Thinking through Reading Stories Marwan; Fery Muhamad Firdaus; Ida Wuri Handayani
Jurnal Ilmiah Sekolah Dasar Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i2.66783

Abstract

The successful implementation of the teacher's learning process in Indonesian language lessons in elementary schools depends on students' understanding of basic reading and critical thinking skills. The aim of the research is to develop teaching modules in developing students' reading and critical thinking skills (DRTA) models in improving reading and critical thinking from the fourth grade elementary school students. This research was conducted using a descriptive methodology with a combination of development and research (R&D) approaches using the ADDIE design. In carrying out this research, data collection techniques were used which included defining the early stages of module development and prototype design, as well as preparing the module draft. Data collection through interviews, observation, documentation, and literature studies. The data analysis technique used is descriptive statistical analysis technique and inferential statistical analysis of research findings showing a significant increase in various fields among grade 4 students with a total of 25 students. In particular, there was a significant improvement in their ability to initial reading ability material and think critically by applying DRTA. Thus the DRTA model can improve the ability to think, read, understand and think critically.
Examining the Mind Mapping Model in Mathematics Learning for Elementary School Students: Self-Efficacy and Motivation Novitasari Widyastuti; Herwin
Jurnal Ilmiah Sekolah Dasar Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i1.67080

Abstract

The challenges of student learning in the 4.0 era must be balanced with mastery of 21st century skills. Mastery of skills must be balanced with students' mental maturity. The mental maturity of student learning can be developed by applying an effective learning model. The mind mapping learning model has various advantages for shaping the maturity of students' thinking patterns. This research was conducted with the aim of examining the application of the mind mapping model for self-efficacy and student motivation. The research subjects were 10 grade IV elementary school students. This research method is a quasi-experimental study that compares pretest and posttest values. The data collection techniques used were observation and interview techniques, which were converted into a value of 1–100. Data analysis was carried out, both quantitatively and qualitatively. The results of the study showed that there was an increase in pretest self-efficacy to posttest 1 of 12.4 points, and an increase in posttest 1 to posttest 2 of 9.4 points. The results of observing student motivation at the pretest to posttest stage were 10.8 points, and a significant increase from the results of posttest 1 to posttest 2 was 23.6 points. The research findings are that the mind mapping model increases student self-efficacy, increases student motivation, and has significant advantages for elementary school students. An interesting finding is that students' mentality can be more stable with the application of mind mapping, with indications of independence, initiative, courage, and a change in perception of mathematics.
Game-Based Learning Model with Baamboozle Media Based on Artificial Intelligence Increases Student Engagement and Learning Outcomes Mega Ega Wardani; Siti Maryatul Kiptiyah
Jurnal Ilmiah Sekolah Dasar Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i2.67141

Abstract

The rise of students who have low learning outcomes and student engagement. Low mathematics learning outcomes are caused by models or learning media that are unsuitable for use in learning. This research aims to test the effectiveness of using the Game-Based Learning learning model with the assistance of Baamboozle media on Student Engagement and student learning outcomes. The research method used in this research is a quasi-experiment with a one-group pre-test and post-test design. The total sample for this research was 27 third-grade elementary school students. Data collection methods in this research are observation, questionnaires, and tests. The instrument used to collect data is test questions. Data analysis techniques use inferential statistics. The research results, namely the post-test results, show that all students completed the KKM. The t-test results showed differences in the pre-test and post-test after using the Game-Based Learning learning model with Baamboozle media. The results of questionnaires and teacher observations show that Student Engagement has increased. It was concluded that the Game-Based Learning learning model using Baamboozle media effectively improved learning outcomes and Student Engagement in mathematics content.
Edpuzzle-based Interactive Video Media on Basic Dance Movement Material to Improve Student Learning Outcomes Destia Hera Ramadani; Atip Nurharini
Jurnal Ilmiah Sekolah Dasar Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i1.67210

Abstract

The use of learning media is essential for learning to dance. But teachers still need to use the media to learn to dance. The lack of use of this learning media can affect the students’ learning outcomes, as the study aims to determine. This study aims to assess whether the development of interactive video media based on Edpuzzle, the primary dance movement material in art lessons, can improve student learning outcomes. This research method uses research and development. The model used is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The source of this research data was obtained from observations, interviews, and questionnaires. The results showed that material experts' feasibility level of Edpuzzle-based interactive video media received a value of 81.25% with feasible criteria, and media experts obtained a value of 95% with very achievable criteria. So, the products developed in this study can be used in learning dance at SD Kota Semarang. Based on the results of media trials, it can improve student learning outcomes. The pre-test and post-test learning results of students in small-scale trials have an N-Gain value of 0.78 with high criteria. While in large-scale trials, get an N-Gain value of 0.77 with high criteria. This research implies that interactive video learning media based on Edpuzzle can improve dance students' learning outcomes. Besides, this media also helps students understand the material, making the learning process more effective.
Digital Storytelling Animation Media with Minimum Competency Assessment to Enhancing Students Folktales Reading Comprehension Faizah, Auliya Nurul; Purwati, Panca Dewi; Murtini, Tri
Jurnal Ilmiah Sekolah Dasar Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i1.67243

Abstract

This research is motivated by observational data indicating the low learning outcomes of second-grade students in the competency of reading to folktales, which is attributed to the limited use of media in teaching. Therefore, this research aims to developed an instructional tool: digital animation storytelling media with Minimum Competency Assessment (MCA). The research method employed in this study was Research and Development (R&D), utilizing the ADDIE model. This study involved a class teacher and 26 learners in grade II of an Elementary School. The primary objective of this research was to analyze the feasibility and effectiveness of the digital animation storytelling media with MCA for the second-grade class in enhancing the competency of reading to folktales. Data were collected using a questionnaire to assess media feasibility and pretest-posttest questionnaires to measure the media's effectiveness. The results of the media feasibility assessment, based on the questionnaire, obtained a percentage of 90%, indicating "Very Feasible" according to content experts, while media experts rated it at 84%, indicating "Eligible." Regarding the effectiveness of the media, as assessed through pretest-posttest questionnaires, the N-Gain test revealed an average improvement of 0.48 on a small scale with an average difference of 22.5. Based on these findings, it can be concluded that the digital animation storytelling media with MCA for the second-grade class is not only suitable for instructional use but also effectively enhances students' learning outcomes in the competency of reading to folktales.
Rolling Ball Media on the Writing Skills Rhyme for Fifth Grade Students of Elementary School Sulrifka Tunnisa; Supartinah; Setiawan Edi Wibowo
Jurnal Ilmiah Sekolah Dasar Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i2.67449

Abstract

In the world of education, creating a learning environment that inspires and motivates students is an important task of a teacher. One way that can be used to achieve this goal is by utilizing learning media. This research aims to analyze students' pantun writing skills in a study Pre-Eksperimental Design by design One Group Pretest-Posttest Design. This research process involves preparation, implementation and data analysis stages related to rhyme writing skills and student responses. The subjects of this research were 20 fifth grade students, who received special treatment using media Rolling Ball to measure the effectiveness of this media on the development of their pantun writing skills. The required data is collected through observation and tests. The results of data analysis using the methoddescriptive and inferential statistics. Pretest exam 0.07 and the posttest value of 0.28 is greater than the alpha value of 0.05, this shows that the pretest value and posttest data are normally distributed. The homogeneity test using the t test obtained a value of -8.529 with a 2-tailed sig of 0.000, greater than the alpha value of 0.05, so it can be concluded that there is a difference in the average pretest and posttest rhyme writing skills after using media treatment Roling Ball.
Word Bank: Learning Media on Poetry Writing Materials for Fourth Grade of Elementary School Alfianita Ayu Larasati; Ali Mustadi
Jurnal Ilmiah Sekolah Dasar Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i2.67640

Abstract

Students benefit from writing poetry because they can express their feelings at the time through beautiful words in the form of poetry. Writing poetry in learning can be packaged using learning media. Learning media is extremely beneficial to the learning process. Students will understand the material provided by the teacher more easily if they use learning media. Therefore, this research aims to produce the learning media product "Word Bank" to improve the ability to write poetry in fourth grade elementary school. This study applied the Hannafin and Peck model of Research and Development. In this study, 15 students of IV grade were used as research subjects. Observation, interviews, questionnaires, and documentation were used as research instruments. Interactive analysis techniques and presentations were used in data analysis techniques. According to the research findings, “Word Bank” learning media has a “very high” feasibility level. The results of the initial trial, which was conducted on 5 students, were classified as “very high” based on the acquisition of the two scores obtained. Students’ pretest and post-test scores in the experimental class showed a t-count of -8.817 with df 18 and Sig. (2-tailed) of 0.000. Thus, the results of the t-test for the pretest and post-test values of the experimental class show that the value of Sig. (2-tailed) 0.000 < 0.05 (5%). Can be concluded that there is a significant difference in ability wrote poetry.
The Effectiveness of Virtual Tour Museums on Student Engagement in Social Studies Learning in Elementary Schools Ariesta, Freddy Widya; Maftuh , Bunyamin; Sapriya; Syaodih , Ernawulan
Jurnal Ilmiah Sekolah Dasar Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i1.67726

Abstract

During the era of digital transformation, the integration of technology into the field of education through teaching methods has become a necessity. This study aims to measure the effectiveness of museum virtual tour media on increasing student involvement in social studies learning in elementary schools. Research design uses quasi-experiment with pre-test and post-test control-group design. The research sample consisted of 64 students in the fifth grade. The dimensions and indicators used in the questionnaire are sourced from The Student Engagement in School Questionnaire (SESQ). The data used in this research comes from questionnaires, interviews, and documentation. The N-gain Score test was chosen to analyse the data, comparing the average scores between the experimental and control groups. The findings show that there is a disparity in the average engagement results between students who use virtual museum tour media and students who use traditional textbooks. The experimental class obtained an n-gain score of 0.683 which indicated an increase in student involvement in the high category, while the control class obtained an n-gain score of 0.193 which indicated an increase in student involvement in the low category. Thus, the use of virtual museum tour media is proven to be able to make a significant contribution in increasing student involvement, encouraging cultural appreciation, and strengthening students' sense of nationalism in elementary schools.
Interactive Game Learning Media Based on Canva on Five Sensory Materials for Grade IV Elementary School Vitasha Geushiria Aluintany; Kurniana Bektiningsih
Jurnal Ilmiah Sekolah Dasar Vol 8 No 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i1.67894

Abstract

Problems in the IPAS learning is students easily get bored with media that is monotonous and lacking in variety, resulting in a lack of student interest in paying attention to the material being presented by the teacher. So, teachers must create more interesting methods in the learning process so that students are more motivated in improving learning outcomes. This study aims to develop interactive game learning media on the five sensory materials for 4th grade of elementary school. This research is included in development research using the Borg and Gall model which only has up to 8 stages, because it is adjusted to the needs and time of the research. The subjects of this study consisted of fourth grade students and fourth grade teachers, a team of expert validators and researchers. Data collection methods are by observation, tests, questionnaires, and interviews. Data analysis techniques use initial data analysis, product analysis, and final data analysis. The research results obtained were the media expert validation test of 85% (feasible), the material expert validation test of 83.5% (feasible), and the results of the effectiveness test showed that in the before and after values there was an increase in the average knowledge value. So, Canva-based interactive learning media has good qualifications, is feasible and effective for use in carrying out the learning process.

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