Indonesian Journal of Primary Science Education (IJPSE)
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
220 Documents
PENGEMBANGAN MEDIA PEMBELAJARAN TANGGA PINTAR PADA MATERI PENJUMLAHAN DAN PENGURANGAN SISWA KELAS 2 DI SD NEGERI KESONGO II
Wahyuni, Diah Ayu Sri;
Raharja, Hawwin Fitra;
Dwi Rochmania, Desty
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7935
This research is a type of development research using the ADDIE model which includes Analysis, Design, Development, Implementation, Evaluation. This model is used to solve problems in learning addition and subtraction. The subjects of this research were grade 2 students at SD Negeri Kesongo II. Data analysis techniques using field notes, validator questionnaires and student response questionnaires. The validity of the smart ladder learning media is said to be valid with a percentage of 96.66%, as well as the validity of the material with a percentage of 97%. The process of implementing this learning media was carried out at SD Negeri Kesongo II, especially in class II. This implementation was carried out twice, namely on a small scale and a large scale. Small-scale trials were applied to 5 students by random selection, then large-scale trials were applied to all class II students. Thus, the implementation of the Smart Ladder learning media received a score of 96.5% with very good criteria applied to Mathematics learning. Therefore, it can be concluded that the smart ladder learning media can be well received and applied to addition and subtraction material.
Implementasi Media Augmented Reality Book Pada Materi Rantai Makanan Sekolah Dasar
Azizah, Lutfiyah Nur;
Nuruddin, Muhammad
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7936
The learning process at SDN Bandung I Diwek Jombang still uses conventional methods with lectures so that students feel bored and less active when learning takes place. In learning IPAS food chain material, 80% of the material presented is still abstract so that students can only see the pictures given by the teacher in the textbook. Leaning from this, new innovations are needed to improve student understanding and attract students to be more active in learning. The development of Augmented Reality Book media carried out using the Reserch and Development method with the ADDIE model is considered appropriate. There are 5 stages in the development process 1) Analysis 2) Design 3) Development 4) Implemtation 5) Evaluation. Based on the results of data during the research 1) The process during the development reported through field notes 2) Augmented Reality Book media developed is declared very valid to be used based on validation from media and material experts with an average of 94.5% so it is very feasible to use in the learning process of IPAS food chain material 3) Augmented Reality Book media is very interesting and feasible to use in learning food chain material based on the results of student response questionnaires with small-scale trials getting a percentage of 94% and large-scale trials with a percentage of 94.9% with an average of 94.5%. While the teacher response questionnaire obtained a percentage of 98.3%. This means that learning by using Augmented Reality Book media is very helpful in the learning process by getting positive results in its implementation.
ANALISIS MOTIVASI DAN MINAT BELAJAR SISWA DALAM MODEL DISCOVERY LEARNING
Pramudika, Fernandi;
Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7937
Today's learning activities are becoming increasingly complex, along with the progress of the times and changes in the education process in the modern era, it cannot be separated from its influence on the condition of student motivation and interest in learning activities. Elementary school students can foster good motivation and interest in learning through good and active learning activities. Motivation and interest in learning are the initial capital that students must have in learning. The purpose of fostering motivation and interest in learning is basically to improve students' cognitive, affective, and psychomotor abilities. This study aims to analyze students' motivation and interest in learning in the discovery learning model in class III SDN Jombatan 3 Jombang. This research was conducted on mathematics learning material on fraction reduction. This research used a qualitative approach with a case study method. The case study was conducted by in-depth exploration related to the condition of motivation and interest in learning of grade III students in discovery learning conducted within a certain period of time. Data collection techniques included interviews, observations and documentation related to the condition of students' motivation and interest in learning in the discovery learning model. The results of this study found that there are factors that influence the condition of students' motivation and interest in learning, among others; (1) external factors: the role of the teacher, learning model, learning environment. (2) Internal factors: student intelligence, student study habits, and student health.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS WEBSITE PADA MATERI FOTOSINTESIS KELAS IV SDN JAPANAN 2 KABUPATEN JOMBANG
Oktaviana, Widya;
Pratiwi, Emy Yunita Rahma;
amohd.Amin, Nor Fadila Binti
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7938
The following are the objectives of this research: 1. Creating an interactive learning media process for fourth grade students of SDN Japanan II through the website. Describe the feasibility of interactive online learning media on photosynthesis material for fourth grade students of SDN Japanan II. 3. Describe the usefulness of website-based interactive media on photosynthesis material for fourth grade students of SDN Japanan 2. This research is a type of research and development. There are 5 phases of this research and development and use the ADDIE development model. 4th grade elementary school students became the research subjects in this study. User response questionnaire and validation sheet are the research instruments. The results showed that the material expert validator gave a result of 97%, the media expert validator gave a result of 90%. The response questionnaire from the teacher gave a product trial result of 96.8%, while the response questionnaire from students gave a result of 94.5%. This means that this media is very valid and very practical to be applied to science learning activities for fourth grade students of SDN Japanan 2.cal to be applied to science learning activities for fourth grade students of SDN Japanan 2.
PENGARUH MODEL PEMBELAJARAN MULTILITERASI TERHADAP KETERAMPILAN MEMBACA SISWA KELAS IV SDN JAPANAN 2 GUDO
Yunianti, Astri Rizke;
Raharja, Hawwin Fitra;
Salamah, Evi Rizqi
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7939
Apart from teaching scientific subjects, education in Indonesia in the 21st century also teaches multicultural, multicontextual and multimedia subjects. These elements certainly require a learning model that is appropriate to the subject being studied. Students in elementary schools are guided by using multiliteracy learning strategies to improve their reading skills, especially in Idioms learning. Indonesia. The aim of this study is to find out and characterize how the multiliteracy model influences children's reading skills. The authors of this study used quantitative methods using a one group pretest-posttest design. Data collection techniques use test observations and documentation. Data analysis uses a paired sample test. The subjects in this study were all of the fourth grade students at SDN Japanan 2 Gudo. The significance of the score obtained is 0.00, less than 0.05. These findings show that the multiliteracy model increases the effectiveness and efficiency of Indonesian language teaching, as well as improving the reading comprehension of fourth grade students in elementary schools.
Pengaruh Metode Permainan Untuk Melihat Hasil Belajar Siswa Pada Mata Pelajaran Bahasa Jawa Dikelas 5 SDN Japanan 2 Gudo Jombang
Sari, Angelita Kurnia;
Pratiwi, Emy Yunita Rahma
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7940
The purpose of this study is to determine how the gaming approach affects grade V students at SDN Japanan 2 Gudo Jombang's general language learning. This study is quantitative, experimental in nature, and it employs a single group pretest-posttest methodology. There were twenty-four fifth-graders in the sample. In this study, tests and documentation were the approaches employed to acquire data. There are five essay questions and ten multiple-choice questions on this test. Out of the 24 students who studied using traditional techniques, the results indicated that 21 students 87.6% fell into the incomplete category and 3 students 12.4% fell into the complete category. In the traditional sense, it is not complete because the average score is 38.5, but in the context of game-based learning, no student falls into the complete category; instead, 24 students have a 100% completion rate. This indicates that the average score of 90 reaches the predicted KKM of 70, indicating that the learning is complete to a classically desirable degree. Examining game method's impact on student learning results reveals a strong correlation or influence. This is evident from the t test's significance result of 0.000 < 0.05. Hence alternative hypothesis (H1) is accepted and the null hypothesis (H0) is rejected, indicating that the use of the game approach influences the learning results of students. According to the study's findings, students' learning outcomes—particularly those of the grade 5 pupils at SDN Japanan 2 Gudo have improved as a result of the application of the game approach.
Implementasi Pengembangan Media Pembelajaran Kartu Kuartet dalam Menanamkan Nilai-Nilai Pancasila
Priabudi, Danang;
Nuruddin, Muhammad
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7941
The Learning at SDN Jatirejo Jombang still uses conventional methods such as lectures. Students have never used quartet media. Based on this, there is a need for new innovations such as producing quartet card media to increase the learning knowledge of SDN Jatirejo Jombang students. The development of quartet card media is carried out using the Research and Development (RnD) method with the Borg and Gall model because it is considered appropriate. There are 7 stages to go through 1) Potential and problems, 2) Research and data collection, 3) Product design planning, 4) Design validation, 5) Design improvement, 6) Product testing, and 7) Product revision. Based on the results of the data during the study: 1) the quartet card media developed was declared very valid for use in learning. This is based on the validation results of media experts of 85.26% and material experts 95.80% of the percentage of criteria that have been set. 2) The quartet card media developed is declared very suitable for use in learning. This is based on the results of the teacher response questionnaire 92.59%, the student response questionnaire product trials 95.78%.
Smartphone Use For Mathematic Study In Class IV SDN Kaliwungu 1 Jombang
Bahrudin;
Dwi Rochmania, Desty
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7943
The advent of the digital age has changed the systems and patterns of life in education so that indirectly students are influenced by their learning interests. So from that the role of teachers and parents is expected to be a solution and control for students. Therefore, the research aims to find out the use of smartphones on the learning interests of students of class IV SDN Kaliwungu 1 Jombang. Research uses discreet methods through a qualitative approach. Research results show that the use of smartphones in fourth grade students affects the interest in learning mathematics. This is demonstrated by the form of learning mathematics through digital video and quis done at school. And the school also gave an instruction to parents to participate in the event of students' learning development.
Pengaruh Model Pembelajaran Make a Match Terhadap Kemampuan Pemecahan Masalah Matematika Siswa di SDN Keras 2
Chofifah, Aprilia Eka;
Raharja, Hawwin Fitra;
Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7944
The importance of problem-solving skills for students because help them think, grasp, apply what they know, and develop other mathematical skills. Therefore, in learning mathematics, problem-solving skills should be a top priority. This model is used as an active and enjoyable learning model, but still a consistent learning objective. The purpose of this study is to provide an understanding of how learning models make a match affect students' ability to solve problems. This research is a quantitative study with design one group retest-posttest. The sample population of this initiative consisted of 20 V-grade students. Data analysis results showed that the average pretest before treatment was 62 and the average posttest after treatment was 82.65. Overall, the students' problem-solving skills improved on pretest and posttest issue, with an average presentation of 46%. Therefore, student's problem solving ability improved after application the "make a match" learning model.
Article history: Received March 29, 2024 Revised August 20, 2024 Accepted Nov 18, 2024 Keywords: Learning Media, Puzzles, Plant Reproduction Implementasi Pengembangan Media Puzzle Kreatif Pada Materi Perkembangbiakan Tumbuhan Pelajaran IPAS Di Kelas 4
Anggraeni, Dita Wahyu;
Nuruddin, Muhammad;
Asmarani, Ratih
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar
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DOI: 10.33752/ijpse.v5i1.7945
The aim of this research is to develop puzzle media for IPAS plant reproduction. This research uses the ADDIE model which has 5 stages, namely: Analysis, Design, Development, Implementation, Evaluation. The aim of this research is to determine the development of puzzle media and the feasibility of the puzzle media. This research uses a questionnaire to test the suitability of the media through media expert validation and material expert validation. The media expert validation results show that the results are categorized as "very valid" with a maximum score of 48 and a gain score of 42 and an average percentage of 87%. Meanwhile, material expert validation shows that the results are categorized as "very valid" with a maximum score of 36 and a score of 33 and an average percentage of 92%. The results of the student response questionnaire were categorized as "very good" with a maximum average score of 60 and an average score of 57 with a percentage of 96%. Thus it can be concluded that puzzle media is suitable for use.