cover
Contact Name
Atep Sujana
Contact Email
icee@upi.edu
Phone
+6281321624398
Journal Mail Official
icee@upi.edu
Editorial Address
1st Floor, Room 07 School of Postgraduate Studies Building Universitas Pendidikan Indonesia Jl.Dr.Setiabudhi No.229 Bandung, Jawa Barat Indonesia (40154)
Location
Kota bandung,
Jawa barat
INDONESIA
These proceedings represent the work of researchers participating in The International Conference on Elementary Education (ICEE) which is being hosted by the Elementary Education Study Programme School of Postgraduate Studies, Universitas Pendidikan
ISSN : 28290976     EISSN : 28088263     DOI : -
Mathematics, Science and Social Education, Higher Level Thinking Skills Learning (HOTS), Information and Communication Technology (ICT) for Classroom Today, Society Era 5.0, Cooperative/Collaborative Learning, Multicultural Education and Inclusive Education, School Leadership and Management, Assessment and Student Achievement, Language and Literacy, Science, Technology, Engineering, and Mathematics (STEM) Learning, Improving Classroom Teaching, Industrial Revolution 4.0, Multimedia Applications, Curriculum, and Instructional Designs, Citizenship, and Character Education, Guidance and Counseling, Art, Local Wisdom, and Culture Education, Applying Psychological Theories to Classroom Instruction, Pedagogical Content Knowledge (PCK), and Classroom Action Research.
Articles 750 Documents
Allegorical Gameplay Design: Developing The 2d Platformer Game 'Remember' To Represent Adolescent Mental Health Challenges Anwa, Aufadhia Mushthafa; Sind, Mustafa Reza Raihan; Surya, Fadhli Hadi
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Mental health is a crucial yet often overlooked aspect, particularly among adolescents navigating the "storm and stress" developmental phase. In Indonesia, this demographic is pivotal to the nation's demographic bonus, yet the prevalence of mental health disorders within this group remains significantly high. This research aims to address the gap in mental health promotion programs by exploring the potential of serious games as a medium to increase awareness and foster empathy. The specific objective is to design and develop a game prototype titled "Remember," tailored specifically for adolescents. The development methodology utilizes the Unity Game Engine as the primary framework, Visual Studio Code for C# scripting, and Libresprite for 2D pixel art asset creation. "Remember" is designed as a 2D story-based platformer, presenting an allegorical narrative of an adolescent protagonist (Elina) navigating an imaginative world to recover lost diary pages, which represent the process of healing from trauma and grief. The output of this project is a playable prototype featuring core mechanics such as character movement, dashing, wall jumping, and a non-NPC, trigger-based dialogue system for narrative delivery. This project concludes that games employing strong narratives can be effective tools for mental health awareness, provided the design process carefully balances engaging gameplay with a sensitive and accurate representation of emotional experiences.
Development of Differentiated Learning-Based Interactive Media to Overcome Difficulties in Learning Science in Grade IV/Islamic Elementary School Students Heryani; Trinova, Zulvia; Frasandy, Rendy Nugraha; Sutarsih, Cicih
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to develop interactive media based on differentiated learning to overcome the learning difficulties of IPAS students in grade IV of SD/MI. This research is a Research and Development (R&D) research, using a 4D development model consisting of the stages of definition, design, development and dissemination. The subjects of this study are 71 students and 3 educators who will conduct a media practicality test, media experts, linguists, and material experts. Data collection techniques were carried out by observation, interviews and questionnaires. The results of the study show that interactive media is valid and practical in overcoming learning difficulties in learning IPAS. Interactive media was declared valid in terms of language with a percentage of 94%, material with a percentage of 90% and media with a percentage of 96% so that an average of 93.3% was obtained with a very valid category. The practicality of interactive media by educators and students was obtained on average 94% by educators in the Very Practical category and 89.4% by students in the Very Practical category. The development of differentiated learning-based interactive media products does not use an effectiveness test but only uses a validity test and a practicality test. Based on these results, it can be concluded that differentiated learning-based interactive media to overcome learning difficulties in learning science in grade IV of SD/MI is categorized as very valid and very practical and can overcome students' learning difficulties in learning science.
The Effectiveness of Augmented Reality-Based Learning Media on Students’ Conceptual Understanding of Science and Social Studies in the Solar System Topic at SDN Sanding 2 Wulandari, Hesti; Nurulpaik, Iik; Sopandi, Wahyu; Triwahyuni, Ida
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Students' conceptual understanding of Natural Sciences and Social Sciences (IPAS) on the topic of the solar system is still low due to the dominance of conventional, non-interactive learning media. This condition highlights the need for technological innovations that provide contextual and engaging learning experiences. This study aims to test the effectiveness of Augmented Reality (AR)-based learning media in improving students' conceptual understanding. This study uses a quantitative approach with a quasi-experimental design, involving two sixth-grade classes at SDN Sanding 2, Petir District, with a total of 60 students. The experimental class used AR media, while the control class used conventional 2D images. Data were collected through pretest and posttest assessments. Data were analyzed using an independent t-test to determine the difference in the average score increase between the experimental and control groups, after first conducting a normality and homogeneity prerequisite test. The results of the independent t-test show that t_count = 5.92 > t_table = 2.00 with a p-value of 0.000, indicating a significant difference between the two groups. The average conceptual understanding score in the experimental class increased by 18.6 points, compared to 6.4 points in the control class. These findings indicate that Augmented Reality-based learning media effectively improves conceptual understanding and student engagement in learning about the solar system in elementary education.
Strengthening Early Literacy Based on Local Culture: Design and Validation of The Interactive Multimedia “Si Leungli” for Early Childhood Education Komara, Intan Budi; Murron, Faisal Sadam; Munawarti, Linda; Agustin, Intan Tri
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study was driven by the limited availability of basic literacy teaching materials that integrate local cultural values for students in Phase A of elementary school. The research aims to develop and validate the interactive multimedia “Si Leungli” as a digital medium to strengthen basic literacy through West Javanese folklore. Using the Design and Development (D&D) approach with the PPE (Planning, Production, Evaluation) model, the study ensured a systematic and iterative process. In the planning stage, learning objectives were formulated according to the Merdeka Curriculum’s Phase A outcomes, focusing on early reading, basic writing, and text comprehension within a cultural context. The production stage produced an interactive audio-visual flipbook that includes folklore stories, engaging illustrations, and literacy activities such as reading, word guessing, writing, and coloring. In the evaluation stage, three categories of experts subject matter, learning, and media validated the product using a Likert-scale instrument, yielding a 94.8% feasibility score (excellent category). The results indicate that integrating folklore into interactive media enhances engagement, reading interest, and moral values like empathy, cooperation, and responsibility. The study contributes to culture-based emergent literacy theory and offers contextual, character-building learning innovations for early-grade teachers. In practice, this innovation can support Sustainable Development Goal (SDG) number 4 on Quality Education by promoting inclusive, equitable, and responsive early literacy learning.
Teacher Acceptance of Multimodality Digital Media in Mathematics Lessons with a Meaningful Learning Approach in Elementary Schools: Based on SUS Nursidik, Ismail; Abidin, Yunus; Kurniawan, Dede Trie
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital technologies have changed the educational landscape, demanding a generation that is tech savvy, critical, creative and innovative. Mathematics, often considered difficult, requires an innovative approach. Multimodality digital learning media comes as a solution, supporting meaningful learning by linking new information to existing concepts. However, its utilization by teachers is still not optimal. This study aims to examine the acceptability of multimodality digital media in meaningful learning-based mathematics learning among 50 elementary school teachers in Lengkong Sub-district. Using quantitative survey method, data were collected through System Usability Scale (SUS) questionnaire, which assessed ease of learning, efficiency, memorability, error handling, and satisfaction. As a result, the media achieved an average SUS score of 76, placing it in the "Good" and "Acceptable" categories. This indicates a positive and significant acceptance from teachers. Nonetheless, this study was limited in terms of coverage area and number of respondents. For future studies, it is recommended to expand the coverage and respondents for more representative results. In conclusion, this media has great potential to create more interesting and meaningful math learning.
The Implementation of WATUTU Media Based on a Role Playing Approach in Pancasila Education for Phase A Elementary Students Salsabila, Naura Aisya; Somantri, Mubarok
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to describe the implementation of the WATUTU media (Wayang Patuh Aturan) based on a role-playing model in Pancasila Education learning for Phase A elementary school students. This research was motivated by the need for innovative and interactive learning media to support students at the concrete operational stage in understanding abstract concepts, particularly rules in Pancasila Education. This study employed a descriptive quantitative approach involving 22 first-grade students at an elementary school in Sukasari District, Bandung. Data were collected through questionnaires, interviews, and documentation. The results showed that the use of WATUTU media integrated with the role-playing model was effective in increasing students' understanding and motivation in learning Pancasila, especially regarding rules. Students responded positively to the media, stating that it was engaging, easy to understand, and helpful in applying Pancasila values in daily life. The findings indicate that integrating visual and interactive media such as WATUTU with role-playing can enhance young learners’ learning experiences and outcomes in Pancasila Education, and it is recommended for broader implementation in early-grade learning contexts.
Teachers' Acceptance of Canva Web-Based Multimodal Digital Media in Deep Learning Approach in Cileunyi District: Based on SUS Nurrani, Nisya; Kurniawan, Dede Trie; Abidin, Yunus
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology has given rise to a generation of digital natives who are accustomed to the virtual world since birth. This phenomenon requires a transformation in teaching methods at the primary and secondary education levels in Indonesia. More in-depth learning, which can be implemented through a deep learning approach, as well as the use of Canva web-based multimodality media offers great potential as a solution to improve the quality of education that suits the characteristics of this generation and is in line with the philosophy of the Merdeka Curriculum. This research focuses on evaluating the level of acceptance of multimodality learning media developed using the Canva web platform, which is specifically designed to facilitate deep learning among elementary school educators. To achieve this goal, a survey method was used with a System Usability Scale (SUS) questionnaire instrument distributed to 90 teachers located in Bandung Regency. Analysis of the collected data shows that the average SUS score is 70.72. Based on the SUS scale, this score indicates that the learning media is in the "acceptable" category, with a score of "C" and a qualitative description of "Good". This result implies that Canva web-based multimodality digital media is generally well received by teachers at the primary school level. Nevertheless, a continuous process of evaluating and improving the quality of the media is considered important to maximize its benefits and enhance the user experience according to their needs and expectations.
Needs Analysis for Developing an E-Module to Enhance Critical Thinking in Elementary Social Studies Learning Mulyawati, Yuli; M. Japar; Nurhasanah, Nina
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study analyzes learning needs as the foundational basis for developing an electronic module (E-Module) aimed at strengthening elementary students’ critical thinking skills in social studies. The research was conducted in three public elementary schools in Bogor City using a descriptive qualitative design through classroom observations, semi-structured interviews, and questionnaire administration involving 60 students and six teachers. The findings indicate that students’ critical thinking abilities predominantly remain at the lower-order levels of Bloom’s taxonomy. Although 58% of students were able to recall factual information and 61% could restate basic concepts, only 22% demonstrated the ability to apply concepts to novel situations. Moreover, merely 15% were capable of analyzing, and only 8% were able to evaluate social issues presented during instruction. Learning practices are heavily dominated by teacher-centered lectures and textbook dependency, with limited utilization of digital and interactive learning media. Teachers also reported constraints related to insufficient digital resources, limited pedagogicaltechnology integration skills, and challenges in designing inquiry-oriented materials that support higherorder thinking. These conditions underscore the urgent need for pedagogical innovation through the development of digital E-Modules that scaffold reasoning processes, facilitate inquiry-based learning, and promote higher-order thinking in alignment with the competency demands of the Merdeka Curriculum. The outcomes of this needs analysis provide a substantive empirical foundation for subsequent stages of EModule design, particularly the development of culturally responsive and technology-enhanced instructional materials that can improve student engagement, conceptual mastery, and critical thinking performance within the elementary social studies context.
Computational Thinking Analysis In Elementary School Sakinah, Ainur; Herman, Tatang
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine how students apply computational thinking indicators in solving comparison problems. The method applied in this study is a descriptive qualitative approach involving four students as research subjects, where the four students were selected randomly. Each student is given one problem. This means that each student faces challenges in the form of different problems, but remains within the same context. This study was conducted on fifth grade students of SD Negeri 1 Panorama, Hegarmanah Village. The results of this test will be used to assess students' computational thinking skills in solving mathematical problems. In the decomposition indicator, students are generally able to break down problems into smaller parts, such as determining the elements that must be compared (the number of bottles of juice and mineral water). In the pattern recognition indicator, students are quite good at recognizing relationships or patterns between elements, such as ratios in comparisons, while the abstraction indicator is the biggest challenge for students, especially in filtering important information and ignoring irrelevant details. In addition, in the algorithm design indicator, some students still have difficulty designing systematic steps to simplify comparisons to their simplest form. Overall, students need a more structured learning approach that supports the development of CT skills, especially in abstraction and algorithm design, to improve their understanding of the comparison material. Therefore, it can be concluded that students have applied the four computational thinking indicators. Although there are still mistakes made by students in solving math problems, students have been able to apply the four foundations of computational thinking.
Spade Ethnomathematics: Developing Student Worksheets Through Egrang Batok Kelapa Games to Enhance Length Measurement Understanding in Second Grade Musdhalifah, Syifa Hajina; Mufliva, Rosiana; Febianti, Darin Kamiliya; Ramadhani, Dea Nurlinda; Namira, Hilwa Shahnun; Al-Hamed, Naftaly Rahmy Nurrahmaniya; Fauzia, Faza Fuzna
International Conference on Elementary Education Vol. 8 No. 1 (2025): Proceedings The 8th International Conference on Elementary Education
Publisher : International Conference on Elementary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Elementary mathematics education frequently prioritizes procedural memorization, often neglecting to forge meaningful connections between mathematical concepts and students' everyday realities. This pedagogical approach frequently culminates in diminished conceptual understanding among learners. Such shortcomings are conspicuously apparent in the domain of length measurement, a topic that inherently demands hands-on, experiential learning opportunities to foster genuine comprehension. Scholarly literature underscores that weaving local cultural elements into mathematics instruction markedly bolsters student engagement and deepens their grasp of abstract ideas. The Egrang Batok Kelapa game, embodying a pertinent facet of indigenous wisdom, offers an authentic framework for imparting length measurement principles through non-standard units, such as footsteps, thereby bridging classroom theory with cultural relevance. This investigation devised an ethnomathematics-infused Student Worksheet employing the SPADE model—encompassing Singing, Playing, Analyzing, Discussing, and Evaluating—while integrating the Egrang Batok Kelapa game as a contextual learning tool. The primary aim was to elevate second-grade students' proficiency in comprehending non-standard length measurement via immersive, enjoyable, and culturally embedded activities. Adopting a Design and Development methodology aligned with the ADDIE model, the study utilized expert validation sheets and restricted trial assessments with students as key instruments. Outcomes revealed robust validity, with an 88.3% endorsement from subject matter and media specialists, alongside exceptional feasibility evidenced by a 93.3% approval in student trials. Ultimately, the SPADE model ethnomathematics-based worksheet demonstrated efficacy in augmenting elementary students' mastery of non-standard length measurement concepts, promoting a more holistic and culturally attuned educational experience.