cover
Contact Name
Bambang Edi Siswanto
Contact Email
ijpse.unhasy@gmail.com
Phone
+6281239773036
Journal Mail Official
ijpse.unhasy@gmail.com
Editorial Address
Prodi PGSD, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari Tebuireng Jombang. Jl. Irian Jaya 55 Tebuireng Tromol Pos IX Jombang Jatim Telp. (0321) 861719 (Hunting), 864206, 851396, 874685 Fax.874684
Location
Kab. jombang,
Jawa timur
INDONESIA
Indonesian Journal of Primary Science Education (IJPSE)
ISSN : 27461394     EISSN : 27750264     DOI : https://doi.org/10.33752/ijpse
Core Subject : Education,
Indonesian Journal of Primary Science Education (IJPSE) adalah jurnal penelitian peer-review akses terbuka berkualitas tinggi yang diterbitkan oleh Program Studi Pendidikan Guru Sekolah Dasar Universitas Hasyim Asy'ari. Jurnal ini menyediakan platform yang menyambut dan mengakui makalah penelitian asli empiris berkualitas tinggi tentang pendidikan yang ditulis oleh para peneliti, akademisi, profesional, dan praktisi dari seluruh dunia. Bidang ilmu IJPSE meliputi: Pendidikan matematika, pendidikan bahasa indonesia, pendidikan ilmu sosial, pendidikan ilmu pengetahuan alam/sains, pendidikan kewarganegaran, pendidikan anak usia dini, pendidikan seni dan budaya, pendidikan musik, pendidikan dan pengajaran, media pembelajaran, pendidikan jasmani, psikologi pendidikan, manajemen pendidikan dan teknologi pendidikan. Jurnal Ilmiah ini diterbitkan dua kali dalam satu tahun yaitu bulan April dan November.
Articles 13 Documents
Search results for , issue "Vol 2 No 1 (2021): IJPSE" : 13 Documents clear
The Effect of Interactive Multimedia on Critical Thinking in Social Studies Learning for Grade V in Elementary Schools Irmawati, Leni; Fitra Raharja, Hawwin
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2081

Abstract

Education is the most important factor in determining one's future. With education, it can help humans to think about following developments in the modern era as it is today. It is the same as helping students think critically. As happened at SDN Kaliwungu 2 Jombang, teaching and learning activities that do not use media make students feel bored when studying and find it difficult to improve students' critical thinking. The purpose of this study was to determine the effect of interactive multimedia on students' critical thinking on the material of human interaction with the environment and its effect on social development in fifth grade elementary school. This type of research is a quantitative experiment through a one group pre test post test design. The population of the study were all students of class V SDN Kaliwungu 2 Jombang, which amounted to 20 students, according to the results of data analysis showing that the lowest pretest score was 32 and the highest score was 88 with an average of 61.20 while the lowest posttest score was 56 and the highest score was 92 with an average of 75.80, based on calculations showed an increase after learning to use interactive multimedia. These results indicate that there is an influence on the creativity of critical thinking in social studies learning in class V at the elementary school level.
Development of Audio Visual Media Based on Sparkol Videoscribe in Thematic Learning in 4th Grade Elementary School Khasanah, Uswatun; Rahma Pratiwi, Emy Yunita
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2082

Abstract

The role of learning media in the learning process is an integral part that cannot be separated from the world of education. The important role of the media is very influential on the learning outcomes of students in the classroom. Through interviews and observations with class teachers, it was found that there were problems that existed at SDIT Darul Falah, one of which was the use of media in the classroom infrequently. From the results of these observations and interviews, researchers had the opportunity to develop an audiovisual media using a sparkol videoscribe-based whiteboard animation. This study aims to develop learning media and determine the development of the R2D2 model which has been modified by the researcher according to the needs with the define, and design and development stages. The data analysis technique to assess validity was calculated by finding the final score and its relevance to the Likert scale, while the analysis of student test data was calculated by looking for DSI (individual absorption), RK (class average), and KBK (classical mastery learning). Students are said to be able to absorb learning and learning is said to be successful if the final results of DSI and RK are above 68 (KKM SDIT Darul Falah). Based on research that has been done, the results of this development product are published in 3 versions, namely by web, CD (compact disk), and also on youtube. The results of field trials through the use of sparkol videoscribe-based media can be said to be valid with an overall average of 89.5. Then the learning outcomes of students with an average of 77.5, the number of students completed with a percentage of 88.9%.
Development of Board Game Media in Art Culture and Craft Learning at 5th Grade of Elementary School Maulana, Puja; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2083

Abstract

Indonesia has a variety of cultures including traditional dances that students must know and which need to be socialized in learning. This socialization is carried out through education that is packaged as attractively as possible, namely media in the form of games (board game), especially for students. This study aims to introduce and memorize the dance culture of Indonesia in fifth grade at the elementary school level. To find out how the process of media development and how the quality of the media. This research is a type of ADDIE model research proposed by Tegeh which consists of four stages, includes analyze, design, implementation, and evaluation stage. The research subjects were fifth grade elementary school students in the academic year 2021/2022, based on field trials the results of expert validity research were in the very valid category with an overall average of 89%. The results of these student responses show a total score of 47 out of a maximum total score of 52. After being analyzed and presented as a percentage, the score is 90% with a very valid category. Based on field trials, researcher conducted tests on students with the results of classical learning completeness as much as 86%. Based on the results of data analysis in general, it can be concluded that SBdP learning using the Board Game media that has been developed greatly supports the learning process. With this, it can also be seen from the number of students who have completed the trial test on the material about traditional dance in Indonesia.

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