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Contact Name
Aan Widiyono
Contact Email
aan.widiyono@unisnu.ac.id
Phone
+6285712553775
Journal Mail Official
tunasnusantarapgsd@unisnu.ac.id
Editorial Address
Jl. Taman Siswa, Kauman, Tahunan, Kabupaten Jepara, Jawa Tengah 59451 » Tel / fax : (0291)595320 / 08157705852
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Kab. jepara,
Jawa tengah
INDONESIA
Tunas Nusantara
ISSN : 26563223     EISSN : 27465675     DOI : https://doi.org/10.34001/jtn.v4i1
Core Subject : Education,
Jurnal Tunas Nusantara p-ISSN: 2656-3223; e-issn: 2746-5675 is peer reviewed open-access journal published by Fakultas Tarbiyah dan Ilmu Keguruan Universitas Islam Nahdlatul Ulama Jepara focuses on conceptual notions, studies and application of theories, practitioners writing and research results and teaching in the field of knowledge elementary education. Every submitted manuscript will be reviewed by at least two peer-reviewers using double blind review method. This journal is published biannually For author interested in submitting the manuscript, kindly ­register yourself. The author guidelines can be viewed it here, and the manuscript template can be downloaded here
Articles 110 Documents
Systematic literature review: implementasi model pembelajaran discovery learning pada mata pelajaran bahasa indonesia di sekolah dasar Ahmad Fauzi Abdilah; Uswatun Khasanah; Ayu Reza Ningrum
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/wcxsd780

Abstract

Indonesian language learning in elementary schools still faces challenges related to low student engagement and limited critical thinking skills, particularly in reading, writing, and speaking competencies. Therefore, an instructional model that promotes active participation and independent learning is needed, such as discovery learning. This study aims to analyze the implementation of the discovery learning model in Indonesian language subjects at the elementary school level. The method employed is a Systematic Literature Review (SLR) by examining 20 selected articles out of 64 articles retrieved from Publish or Perish, Google Scholar, and Scopus databases within the 2018–2024 period. The selection process applied inclusion and exclusion criteria, and the data were analyzed descriptively. The findings indicate that the implementation of discovery learning through six main syntax stages (stimulation, problem statement, data collection, data processing, verification, and generalization) is effective in improving students’ language skills, including reading, writing, and speaking. In addition, this model has a positive impact on learning outcomes, student engagement, creativity, and critical thinking skills. Thus, discovery learning is a relevant and adaptive instructional model for supporting Indonesian language learning in elementary schools.
Pengaruh media Kirana berbasis augmented reality terhadap kompetensi profesional calon guru SD di bidang seni tari Dwi Anggraini; Yuli Amaliyah; Muhammad Habib Ramadhani
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/g5ckmk62

Abstract

This study aims to determine the effect of Kirana media based on Augmented Reality to improve the professional competence of prospective elementary school teachers in the field of dance. The type of research used is quantitative with the experimental method of the matching only pretest posttest control group design. The study population was all students of the Elementary School Teacher Education Study Program, JIP, FKIP, Bengkulu University, Semester III who took the Dance Arts Education in Elementary School course. The research sample after being randomized was students in semester III of class B and C. The data were analyzed using descriptive analysis techniques using SPSS version 24. Prerequisite tests were also carried out, namely the normality test, homogeneity test, and the Man Whitney U test. The results of the study showed that the results of the Man Whitney U test showed that the asymp value of Sig. (2-tailed) was 0.003 <0.05. Thus, it can be concluded that there is an influence of Kirana media based on Augmented Reality on the professional competence of prospective elementary school teachers in the field of dance
Pengembangan Media Poster Edukasi pada Mata Pelajaran IPAS Kelas V SD Maccini Sombala hajar nur aziza; Hotimah; Muhammad Rizah Putrawan
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/zwkmmw24

Abstract

This study aims to develop an educational poster media based on QR Code for Grade V Science and Social Studies (IPAS) learning in elementary school. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects consisted of 1 media expert and 1 subject matter expert as product validators. In addition, the try-out was conducted with Grade V students of UPT SPF SD Maccini Sombala 1, consisting of one-to-one evaluation (1 student), small group trial (6 students), and large group trial (20 students). The classroom teacher was also involved as a respondent to assess the practicality of the developed learning media. The research instruments included observation sheets and interview guidelines used in the needs analysis phase, media expert validation questionnaires to assess design and visual aspects, material expert validation questionnaires to evaluate content accuracy and concept suitability, and response questionnaires for both teachers and students to measure the practicality of the media in classroom learning. The results showed that the educational poster media was categorized as highly feasible based on media and material expert validation. Furthermore, the one-to-one trial resulted in a highly practical category, the small group trial was also categorized as highly practical, and the large group trial confirmed the same category. In addition, teacher responses indicated that the media was highly practical in supporting IPAS learning activities in Grade V. Therefore, the QR Code-based educational poster media can be used as an alternative learning media for environmental topics in elementary schools.
Penerapan Case Method Berbasis Gamifikasi untuk Meningkatkan Keterampilan Proses Sains Pada Mata Pelajaran IPAS Nurhalisa ahlisaaa; Hotimah; Muh Rizah Putrawan
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/k1qhvy74

Abstract

The study was conducted due to the low level of engagement among fouth-grade students at SD Muhammadiya perumnas in Makassar in the learning process skills of the IPAS curicilum. The objective of this study is to improve students’ science process skills by integrating the Case Study Method with elements of gamification. Class Action Research (CAR) was used as the approach, divided into two cycles, each cycle consisted of four stages: planning, implementation, observation, and reflection. This research involved 22 fourth-grade students. Data were collected through classroom activity observations, documentation, and assessment instruments to measure science process skills. In the first cycle, students achieved a score of 57.14% however, after corrective actions were implemented, the score increased to 80.95% in Cycle II. These results indicate that the case study method with gamification is an effective way of improving students’ science process skills.
Analisis Kebutuhan Siswa Terhadap Media Pembelajaran Komik Digital Pada Materi Hak Dan Kewajiban Kelas IV SD dimas; Iis; Wendri
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/ba7cf082

Abstract

This study aims to analyze the learning needs of fourth-grade students at UPT SDN Gedongombo 1 for the development of digital comic learning media on the topic of rights and obligations. This study employed a descriptive qualitative approach supported by simple quantitative data. Data were collected through non-participant observation using a 15-indicator observation sheet and semi-structured interviews consisting of 15 questions with the fourth-grade teacher. The study was conducted on January 28, 2026, involving 25 fourth-grade students and one classroom teacher. The findings showed that 10 of the 15 observed indicators (66.7%) were adequately implemented, while 5 indicators (33.3%) indicated problems, particularly in the use of learning media and student engagement. Only 11 students (44%) achieved the Learning Objective Achievement Criteria (KKTP), while 14 students (56%) had not yet achieved the criteria. Interview findings further revealed that learning was still dominated by lectures, textbooks, and worksheets, while available digital facilities such as laptops, LCD projectors, and internet access had not been optimally utilized. Both teachers and students needed learning media that were engaging, contextual, interactive, and capable of stimulating curiosity. Based on these findings, digital comics are considered a relevant potential medium for supporting the teaching of rights and obligations. The results provide a needs-based foundation for the subsequent development of KOMHAK (Digital Comic on Rights and Obligations) as a contextual and interactive learning medium for fourth-grade elementary school students.
Validitas Multimedia Interaktif Berbasis Google Site untuk Pembelajaran Pendidikan Pancasila Materi Gotong Royong Kelas V Sekolah Dasar Yolla Pratiwi; Ina Agustin
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/hfn27n05

Abstract

This study was motivated by the limited availability of interactive and contextual digital learning resources for Pancasila Education, particularly on the topic of gotong royong (mutual cooperation) in elementary schools. This study aims to determine the validity of interactive multimedia based on Google Sites for teaching Pancasila Education on the topic of gotong royong to fifth-grade elementary school students. This study employed a Research and Development (R&D) approach using the ADDIE development model, which was limited to the Development stage, particularly product validation by experts. The validation process involved three experts: a subject matter expert, a language expert, and a media expert. Data were collected using four-point Likert-scale validation questionnaires and analyzed using a percentage formula. The results showed that the multimedia obtained a validity score of 91.67% from the subject matter expert, 100% from the language expert, and 98.46% from the media expert. The overall average validity score was 96.71%, which falls into the category of highly valid. Therefore, the Google Sites-based interactive multimedia is considered highly valid and feasible to proceed to the subsequent stages of practicality and effectiveness testing. This multimedia is expected to provide an innovative, interactive, and student-centered alternative for teaching Pancasila Education on the topic of gotong royong in fifth-grade elementary schools.
Efektivitas Media Pembelajaran Qubo Berbasis 3D Sketchfab Untuk Meningkatkan Hasil Belajar Siswa Kelas V di SDN Tompomulyo 02 karinamutiara04; Sita Isna Malyuna; Wendri Wiratsiwi
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/yjwdhx66

Abstract

This study was motivated by the low learning outcomes of fifth-grade students in the Natural and Social Sciences (IPAS) subject at SDN Tompomulyo 02. One of the factors contributing to the low learning outcomes was the limited use of engaging learning media, resulting in teacher-centered learning. This study aimed to analyze the effectiveness of a three-dimensional Question Board learning media using the Sketchfab platform in improving the learning outcomes of fifth-grade students at SDN Tompomulyo 02. This study employed a quantitative approach using a one-group pretest-posttest design. The research subjects consisted of 32 fifth-grade students at SDN Tompomulyo 02. The research instrument was a learning achievement test. Data were analyzed using a paired-samples t-test with IBM SPSS Statistics 26 after meeting the normality assumption. The results showed that the average student score increased by approximately 50%, from 50.875 in the pretest to 75.250 in the posttest. The paired-samples t-test yielded t = −22.507 with p = 0.000 (p < 0.05), indicating a statistically significant difference between students' learning outcomes before and after using the developed learning media. Furthermore, the N-Gain score was 0.510 (51.04%), which falls into the moderate category and indicates that the learning media was moderately effective. Therefore, the three-dimensional Question Board learning media using the Sketchfab platform was proven to be sufficiently effective in improving the learning outcomes of fifth-grade students at SDN Tompomulyo 02.
Efektivitas media interaktif terhadap hasil belajar siswa pada pembelajaran IPAS sekolah dasar Aini Indah; Sita Isna Malyuna; Wendri Wiratsiwi
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/tfgmqr81

Abstract

This research departs from the low learning outcomes of grade IV students of Sdn Gedongombo 1 Tuban in science subjects, which is shown by only 45% of students (11 out of 24 students) who achieve KKTP. This condition is influenced by the dominance of the use of conventional methods that are less varied and the use of digital media in learning is not optimal. This study aims to analyze the effectiveness of the use of Canva-based interactive learning media on student learning outcomes in science subjects. The method used is a descriptive quantitative approach with a quasi-experimental design. The research subjects consisted of 24 fourth grade students of SDN Gedongombo 1 Tuban for the 2025/2026 school year. Data collection was carried out through learning outcome tests in the form of pretest and posttest, then analyzed using the N-Gain test. The results showed an increase in the average score from 67.92 in the pretest to 85.83 in the posttest. The percentage of learning completeness also increased significantly from 45.8% to 100%. The average N-Gain value of 54.86% is included in the "moderate" category based on percentage classification, and is in the "moderate" category (0.549) on a scale of 0–1. Thus, Canva-based interactive learning media is considered effective and feasible to be used as an innovative alternative to improve the quality of IPAS learning in elementary schools.
Validitas media game edukasi berbasis Wordwall pada pembelajaran Bahasa Indonesia kelas II SD Evie Nur Fadila; Ina Agustin; sri Cacik
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/b6c4r565

Abstract

This research was motivated by the limited use of interactive learning media in Indonesian language learning for second-grade elementary school students, resulting in low student engagement during classroom activities. This study aimed to determine the validity of a Wordwall-based educational game for Indonesian language learning in second-grade elementary school. The study employed the Research and Development (R&D) method using the ADDIE development model, limited to the Development stage. The research instruments consisted of validation sheets completed by material, media, and language experts. Data were collected through observation, interviews, and validation questionnaires. Pre-test results showed that all students had not achieved the Minimum Learning Achievement Criteria (KKTP), with an average achievement score of 57.4%, indicating the need for more interactive learning media. The validation results showed that the educational game obtained scores of 84% from the material expert, 100% from the media expert, and 90% from the language expert, with an average validity of 91.3%, categorized as highly valid. Therefore, the developed Wordwall-based educational game is highly valid and feasible for use as an interactive learning medium in Indonesian language learning for second-grade elementary school students.
Verbal Bullying di SD Negeri Gendungan: Kajian Kualitatif tentang Dampak Psikososial Siswa maulid bima; nurratri Kurnia Sari
Tunas Nusantara Vol. 8 No. 2 (2026)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/3txf4d10

Abstract

This study aims to examine the phenomenon of verbal bullying among elementary school students and its psychosocial impacts on victims, particularly their psychological well-being and social interactions. This study employed a qualitative approach using a case study design. The participants consisted of four elementary school students, including two victims and two perpetrators of verbal bullying, with one classroom teacher serving as a supporting informant. Data were collected through participatory observation, in-depth interviews, and documentation, and were analyzed through data reduction, data presentation, and conclusion drawing. The findings revealed five main forms of verbal bullying: negative name-calling, insults and verbal abuse, cruel criticism, false accusations, and verbal threats. Negative name-calling was the most dominant form and was commonly directed at students' physical characteristics and family backgrounds. Verbal bullying occurred both in informal situations, such as during recess, and in formal classroom settings, particularly through harsh criticism of students who experienced academic difficulties. The findings also showed that verbal bullying was often perceived by perpetrators as a form of joking or was imitated from peers. For victims, these behaviors resulted in embarrassment, fear, anxiety, decreased self-confidence, and a tendency to withdraw from social interactions. These findings indicate that verbal bullying is a serious problem in elementary schools that affects students' psychological well-being and the quality of their social interactions. Therefore, preventive efforts involving teachers, schools, and students are needed through stronger supervision, positive communication practices, empathy development, and character education.

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