cover
Contact Name
Andhy Surya Hapsara
Contact Email
jurnalideguru@gmail.com
Phone
+628984400401
Journal Mail Official
jurnalideguru@gmail.com
Editorial Address
SMA Negeri 7 Yogyakarta, Jl. M.T. Haryono 47 Yogyakarta 55141
Location
Kota yogyakarta,
Daerah istimewa yogyakarta
INDONESIA
Ideguru: Jurnal Karya Ilmiah Guru
ISSN : 25275712     EISSN : 27222195     DOI : https://doi.org/10.51169/ideguru
Core Subject : Education,
"Ideguru" means the overall thought conducted by teachers, in the form of classroom action research as well as scientific papers. The vision of Ideguru is to be one of the main references for teachers in planning, implementing and evaluating learning inovation in Yogyakarta Special Province (DIY), Indonesia. The mission of Ideguru is becoming a media for actualization and dissemination of scientific works for teachers in the region of DIY in particular and Indonesia in general.
Articles 926 Documents
Pengaruh Aplikasi Wordwall terhadap Hasil Penggunaan Tanda Baca Titik dan Koma pada Teks Narasi Siswa Kelas 4 di Sekolah Dasar Syafa'ah, Elvinda Putri; Umam, Nanang Khoirul
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1154

Abstract

Writing skills are an important ability for students because they allow them to convey ideas or messages through writing. Grammar in writing is regulated by the General Guidelines for Indonesian Spelling (PUEBI). However, in practice, many students still do not understand these rules. As a result, writing errors often occur, especially in the use of commas and periods. That is why this research examines whether the wordwall application affects students' punctuation skills of periods and commas in writing narrative texts. This research was conducted in the 2023-2024 academic year at SDN 242 Bungah Gresik. This research is quantitative research using quasi-experimental methods. The population in this study was all class IV students at SDN 242 Bungah, totaling 32 students. The sample in this study used 2 classes, namely class IV A as the control class which applied conventional learning. Meanwhile, class IV B is an experimental class by implementing the wordwall application. The results of the study used the Man-Whitney test with a Sig (2-tailed) value of 0.001 < α (0.05), indicating that there were significant differences in learning outcomes between the experimental class and the control class.
Improving Student Learning Outcomes Through the Picture and Picture Cooperative Learning Model Suleman, Muh. Asharif; Idayanti, Zulfi
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1155

Abstract

This research aims to describe the application of the Picture and Picture Cooperative Learning Model and improve student learning outcomes after implementing this model. This type of research is Classroom Action Research (PTK), carried out over two cycles on class II elementary school students, totaling 24 students. Research procedures include planning, implementation, observation, evaluation, and reflection stages. Data collection uses observation, testing, and documentation techniques, which are then analyzed descriptively and qualitatively. The research results show that the implementation of the Picture and Picture Cooperative Learning Model has succeeded in increasing the activities of teachers and students. Teacher activity increased from 85.71% in cycle I to 95.23% in cycle II. Meanwhile, student activity increased from 79.16% in cycle I to 88.88% in cycle II. Student learning outcomes also experienced a significant increase. The average student score before the action was 51.21, with a learning completion level of 18.51%. After the actions in cycle I, the students' average score increased to 74.16, with a learning completion level of 70.83%. In cycle II, the students' average score increased to 82.08, with a learning completion level reaching 83.33%.
Pengembangan Media Blooket Web Game untuk Meningkatkan Penguasaan Kosakata Bahasa Inggris Kelas I Sekolah Dasar Maulana, Hanan Salsabila; Arini, Novanita Whindi
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1157

Abstract

The aim of this study is to find out how much improvement there has been in students has been in students mastery of English vocabulary. Research that focuses on mastering English vocabulary in elementary schools using the Blooket Web Game. The 4-D model is the approach used, namely define, design, developm, and disseminate. The research sample consisted of 52 people divided into three trials, namely 32 people for the pretest and posttest assessment, then 5 people for the small test assessment, 15 people for the large test assessment. Based on the analysis results obtained, it seen from the analysis of students need, then a student respon questionnaire and validator questionnaire are filled in. So, it can be accumulated that the development of the Blooket Web Game obtained the “Very Eligible” category with a score of 87.20% from the small group, and a score of 94.6% from the large group, while from the questionnaire the student respon reached 93.20%. Therefore, it can be concluded that the Blooket Web Game is in the “Very Appropriate” category and can be used a as media tool during learning activities.
Pengembangan Video Pembelajaran Multimedia menggunakan Canva pada Pembelajaran Pendidikan Pancasila Kelas 4 SDN Sukamaju Hidayat, Dechika Nuhasetia; Nugraha, Rana Gustian; Ali, Enjang Yusup
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1163

Abstract

The research was conducted based on findings in the field that teachers were not yet fully using innovative and creative learning media in the classroom during learning. The rapid development of science and technology is a challenge for learning in the 21st century, because it must involve the help of technology in the field of education. Lack of use of media makes students easily bored, unenthusiastic and difficult to understand the material. One learning media that is interesting and keeps up with the times is by using multimedia learning video media. Using Canva can overcome difficulties in the 21st century. This development aims to produce a learning media product and describe the feasibility of developing multimedia learning videos using Canva on cultural diversity material in elementary schools. The type of research used in this research is research and development (R&D). The research and development design model used is the ADDIE development model. The ADDIE research model is a model that involves a procedure with five steps which include Analysis, Design, Development, Implementation, and Evaluation. Based on the validation results, the material expert received a "very good" qualification. Media results validated by media experts qualify as "very good" and language results validated by linguists qualify as "very good" and are suitable for use in class IV at SDN SukaMaju. The results of student responses from individual group product testing, small group product testing and large group product testing were "very good" feasibility.
Partisipasi Penyusunan Anggaran dan Sistem Pengendalian Internal terhadap Pencegahan Kecurangan pada Pengelolaan Dana Sekolah Purnama, Hari
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1164

Abstract

This research aims to empirically determine the prevention of fraud in school fund management which is influenced by participation in budget preparation and internal control systems, both partially and simultaneously. This type of research is survey research using data collection techniques with questionnaires. The type of data for this research is primary data, namely data directly obtained from respondents. Population of all principals, teachers, administrative staff and school committees of State High Schools in Bantul Regency. The sample for this research is part of a population of 100 respondents. The technique used in sampling is the purposive sampling method. The data analysis technique used is a linear regression analysis technique with a significance of 5%. The hypothesis tests used are the t test and F test. This research shows the results that both partial and simultaneous participation in budget preparation and the internal control system have a positive and significant effect on preventing fraud in managing school funds.
Metode PQ4R dalam Kemampuan Pemahaman Membaca Siswa Sekolah Dasar: Systematic Literature Review (SLR) Istiqomah, Firly; Juansah, Dase Erwin
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 1 (2025): January 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i1.1166

Abstract

Reading comprehension is a very important skill in our learning and in our lives. With this reading comprehension ability, one can also obtain information more effectively, develop knowledge, and understand other people's perspectives and experiences that can enrich their thinking and worldview. And the PQ4R method is a solution to the problem of the lack of reading comprehension skills, the steps are Preview, Question, Read, Reflect, Recite, and Review. The purpose of this research is to conduct a literature review related to the PQ4R method and also its effect on reading comprehension skills in elementary school students. In this study, researchers used the SLR (Systematic Literature Review) method. All research articles that have conducted similar research are included in the research report to obtain data. The research journal articles utilized in this study were 21 national journal articles and 1 international article. The articles were obtained from the Google Scholar database with the help of the Publish or Perish application. The research results from several journal articles that have been reviewed, according to many studies analyzed about the use of the PQ4R method, the PQ4R method can improve reading comprehension, and can also improve student learning outcomes in elementary schools. On analyzing the results of several studies, the PQ4R method is not only used to improve reading comprehension skills but can also be used in other subject matter.
Pengembangan Aplikasi Wayang Kuis Edukatif dalam Penguatan Karakter Kebhinekaan Peserta didik SD Khairunnisa, Raden Ayu Sekar Arum Handayani; Julia, J.; Gusrayani, Diah
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1167

Abstract

The research conducted took the Research and Development (RnD) method using the Analyze, Design, Development, Implementation, Evaluation (ADDIE) model to develop a product. The research instruments used in obtaining data using student questionnaires, validation questionnaires for media experts, material experts, linguists, and the System Usability Scale (SUS). In addition, at the development stage to determine the feasibility of the application product developed using the ISO 9126 standard. Testing the quality of product development requires testing based on ISO 9126 standards by taking suitability, instability, adaptability, and time behavior criteria to identify the performance and quality of the products developed. Data acquisition was analyzed in a descriptive quantitative and qualitative way. The average score results obtained included a very feasible category with a score of 90.93%, the feasibility of the material content included a very feasible category with a score of 99.04%, the feasibility of the language used included a very good category with a score of 94.28%. The average score obtained from the students' response to the product developed in the individual test was 80.56%, the small group test was 99.83%, and the large group test was 93.02%. In addition, software testing has met the standards of portability characteristics on adaptability and installability indicators by obtaining 100% feasibility, as well as getting a percentage of 88.16% from the public response to the Educational Puppet Quiz application. Thus, the development of the Educational Puppet Quiz Application is feasible to use in strengthening the character of diversity of elementary school students.
Analisis Keefektifan Implementasi Game Based Learning dalam Meningkatkan Pemahaman Siswa Materi Sistem Tata Surya Septiani, Indri Rahayu; Ali, Enjang Yusuf; Ismail, Ali
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1171

Abstract

This research discusses the impact of the model chosen by the teacher on students' understanding during the learning process. The effectiveness of the model used also determines the success of the learning process. Based on observations in class IV of Sukasari Elementary School in June 2023, researchers found problems in the learning mechanism that had a negative effect on students' understanding results. This problem is caused by the lack of effectiveness of conventional learning models which are teacher-centered, less varied and uninteresting. Therefore, researchers recommend Game Based Learning as an alternative to traditional teaching to improve students' understanding of the material. The target of this research is to analyze the effectiveness of Game Based Learning in increasing students' understanding of the concept of solar system material in class VI SDN Sukasari by research using the quasi experimental design method with a two group pre-test-post-test design. The results of the research show that the application of Game Based Learning in schools is effective in increasing students' understanding of the concept of solar system material. The effect is classified as moderate with the N-gain value in the experimental class using Game Based Learning at Sukasari Elementary School being 0.6357 and the n-gain percent being 0.6357. 63.5659%. The effectiveness of the n-gain score is classified as moderate because it is higher than 0.30 and lower than 0.70. Therefore, this research proves that the application of Game Based Learning in schools is effective in increasing students' understanding of the concept of solar system material.
Systematic Literature Review (SLR): Implementation of the School Literacy Movement (GLS) Programme on Critical Thinking in Primary School Indonesian Learning Outcomes Pertiwi, Gadis Niyanti; Juansah, Dase Erwin
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1179

Abstract

Reading literacy is not just about being able to spell or read, but it is also a very important skill in learning and everyday life. By having this ability, a person can understand and then be able to obtain information more effectively, develop knowledge, and understand other people's perspectives and experiences that can enrich their thinking and broaden their scientific horizons. This research on the implementation of the GLS programme aims to conduct a literature review on the implementation of the School Literacy Movement (GLS) programme in primary schools. In this study, researchers referred to articles or journals using the keyword ‘School Literacy Movement’ in the Google Scholar database. This research was conducted with stages, starting from article collection, article reduction, presentation, and discussion. This article is the result of an analysis based on the literature on the subject being discussed. The research method used in this study is the SLR (Systematic Literature Review) method. The findings of the SLR study which analysed 15 articles showed that the School Literacy Movement must start early, starting from habituation development, and implementation, and the role of parents should not be ignored in the implementation of this GLS.
Pengaruh Penggunaan Media Permainan Ular Tangga terhadap Minat Belajar PJOK Siswa Kelas IV Sekolah Dasar Syifa, Hana Fairuz; Rizal, Bayu Thomi
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1180

Abstract

Lack of various learning medium is one of the problems in education, particularly for students, since it causes them to get disinterested and not participate as much in class activitiesThere is no text provided. The objective of this study is to assess the impact of using the game of snakes and ladders as an educational tool on primary school kids' interest in physical education subjects among elementary school students The study's quantitative technique employed a posttest-only control design, sometimes known as a quasi-experimental design. The research population consisted of 96 students that were enrolled in the fourth grade at SDN Susukan 09 Pagi. Class IV-C was designated as the experimental group, whereas class IV-B was assigned as the control group, employing a purposive sampling technique. The posttest questionnaire was employed to collect data for the purpose of comparing the levels of interest in learning between the two groups. Data analysis was conducted using the SPSS 25 software, employing a t-test. Given a significance value of < 0.05 and a t-test result of 0.000, we accepted the alternative hypothesis (Ha) and rejected the null hypothesis (H0). Therefore, it can be concluded that fourth-grade PJOK students at SDN Susukan 09 Pagi exhibit a high level of enthusiasm for learning as a result of utilizing the snakes and ladders gaming medium.