cover
Contact Name
Mohammad Faizal Amir
Contact Email
ijemd@umsida.ac.id
Phone
+6285646424525
Journal Mail Official
ijemd@umsida.ac.id
Editorial Address
Jl. Mojopahit No. 666B, Sidoarjo, Jawa Timur
Location
Kab. sidoarjo,
Jawa timur
INDONESIA
Indonesian Journal of Education Methods Development
ISSN : -     EISSN : 2598991X     DOI : https://doi.org/10.21070/ijemd.v16i.606
Core Subject : Education,
Aim : This journal aimed at communicating the results of research of professors, teachers, practitioners, and scientists in the field of education covering teaching areas in primary education or all education, applied science and critical analytical studies education. - Readers targeted by this journal are professors, students, teachers, primary education or all education practitioners. - Articles to be published on IJEMD (Indonesian Journal of Education Methods Development) should follow the focus and scope of this journal. The scope of this journal are: - Education research in all aspect - Primary education research - Primary school curriculum - Education in primary school - Prospective primary school teacher
Articles 794 Documents
Improving Descriptive Writing Through Picture Series in Grade IV: Meningkatkan Kemampuan Menulis Deskriptif Melalui Seri Gambar di Kelas IV Sholicha, Amilatus; Setiyawan, Enik
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.976

Abstract

Background: Writing descriptive text remains challenging for many elementary students due to limited vocabulary mastery and difficulties generating ideas. Specific Background: The lack of engaging media in writing lessons often results in low motivation and poor writing structure. Knowledge Gap: Few studies explore the use of picture series in supporting structured descriptive writing within the context of Grade IV students in this school. Aim: This study aims to improve students’ descriptive writing skills through the use of picture series. Methods: This classroom action research consisted of two cycles involving planning, action, observation, and reflection. Data were collected through writing tests, observation sheets, and documentation. Results: Students’ writing improved in content, organization, vocabulary, and mechanics across cycles, showing steady progress from the initial baseline to the final cycle. Novelty: This study presents a contextualized application of picture series tailored to the characteristics of Grade IV learners. Implications: Picture series can serve as an accessible and effective visual tool to support structured descriptive writing in elementary classrooms. Highlights:• Picture series improved students’ descriptive writing structure• Increased vocabulary use and idea development• Higher motivation observed during visual-based learning Keywords: Picture Series, Descriptive Writing, Elementary Students, Writing Skills, Visual Media
Students’ Misconceptions in Solving Integer Operation Problems: Kesalahpahaman Siswa dalam Memecahkan Soal Operasi Bilangan Bulat Mawaddah, Mira; Wardana, Mahardika Darmawan Kusuma
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.978

Abstract

General Background: Understanding integer operations is a fundamental mathematical skill for elementary students. Specific Background: Many students continue to experience errors and misconceptions when completing integer addition and subtraction tasks. Knowledge Gap: Previous studies have discussed misconceptions broadly, but specific patterns of errors in classroom contexts remain underexplored. Aims: This study aims to identify and analyze students’ misconceptions in solving integer operation problems. Results: The findings show that students commonly misunderstand the role of zero, misapply rules for negative numbers, and rely on inconsistent informal strategies. Several error patterns consistently appear, indicating limited conceptual understanding. Novelty: This study provides detailed classifications of misconception types based on actual student work, offering clearer insight into their reasoning patterns. Implications: The results suggest the need for instructional strategies that target conceptual clarity and provide structured support for students’ understanding of integer relationships. Highlights: Misconception patterns identified Misunderstanding of zero and negative numbers Classroom-based error analysis Keywords: Integer Operations, Misconception, Elementary Students, Mathematics Learning, Error Analysis
Outing Class as a Strategy to Strengthen Merdeka Curriculum Implementation: Kegiatan Lapangan sebagai Strategi untuk Menguatkan Pelaksanaan Kurikulum Merdeka Nailirrohmah; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.979

Abstract

Background: The Merdeka Curriculum emphasizes flexible and contextual learning, yet limited interactive learning resources in several schools hinder its optimal implementation. Specific Background: SDN Candiharjo has applied Outing Class activities, but no empirical evidence has been documented regarding their contribution to curriculum effectiveness. Gap: Previous studies highlighted benefits of outdoor learning, but none assessed its direct role in strengthening the Merdeka Curriculum within this specific school context. Aim: This study examines the effectiveness of Outing Class in supporting the Merdeka Curriculum and evaluates its contribution to students’ learning outcomes. Results: Using a sequential explanatory mixed-method design, the study shows a significant improvement in students’ scores, with the average increasing from 59.16 to 78.57, and the minimum score rising from 36 to 76. Observations and interviews confirm enhanced engagement, contextual understanding, and social interaction. Novelty: This study provides the first empirical evidence of Outing Class implementation in SDN Candiharjo within the IPAS subject, focusing on the integration of local cultural sites as learning resources. Implication: Findings support the integration of contextual outdoor learning as a practical strategy for strengthening the application of the Merdeka Curriculum in elementary schools. Highlights:• Significant learning improvement after Outing Class• Integration of local culture for contextual learning• Strengthened implementation of Merdeka Curriculum Keywords: Merdeka Curriculum, Outing Class, Contextual Learning, Elementary School, Learning Outcomes
Interactive AR Application for Learning 3D Geometric Shapes in Elementary School: Aplikasi AR Interaktif untuk Pembelajaran Bentuk Geometris 3D di Sekolah Dasar Ramadhan, Mochammad Hisyam Syah; Hindarto; Rosid, Mochamad Alfan; Suprianto
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.980

Abstract

General Background : Augmented Reality (AR) has become a promising tool for enhancing visualization in mathematics education, particularly in learning three-dimensional geometry. Specific Background: Students at SDN Sidoklumpuk experience difficulties understanding spatial forms due to limited physical teaching aids. Gap: Existing AR-based studies rarely integrate visualization, formulas, and interactive assessment in a single application tailored for elementary learners. Aims: This study aims to design an AR-based learning application using Unity 3D and Vuforia SDK to support students’ understanding of geometric solids. Results: The application presents 3D objects, displays formula explanations, and provides a Mini Quiz feature. Black-box testing shows that all functions operate successfully, and early classroom trials indicate improved student engagement and comprehension. Novelty: The integration of AR visualization with formula assistance and in-app assessment offers a more complete learning tool than typical AR implementations. Implications: The application can support teachers in delivering abstract geometry concepts and can be expanded for broader curriculum use. Highlights Visualization of 3D geometric solids using AR Integrated formula display and interactive quiz Designed specifically for elementary mathematics learning Keywords: Augmented Reality, Geometry Learning, Unity 3D, Multimedia Development Life Cycle, Elementary Education
Flipbook Learning Module for Pancasila Education on Local Batik Culture: Modul Pembelajaran Flipbook untuk Pendidikan Pancasila tentang Budaya Batik Lokal Azri, Faradisa Hayu Karisma; Tirtoni, Feri
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.982

Abstract

Background: Indonesian education emphasizes character formation and cultural understanding, especially through the Merdeka Curriculum. Specific Background: Local wisdom such as batik holds philosophical and cultural values that are essential for strengthening the Pancasila Student Profile. Gap: However, learning resources that integrate local cultural content with digital interactive media remain limited. Aim: This article presents the development of a flipbook learning module for Pancasila Education focusing on batik as local wisdom in Sidoarjo. Results: The module contains structured materials, instructional videos, design practice activities, project-based applications, and online quizzes, enabling students to engage actively through a technology-based format. The flipbook provides navigation tools and multimedia elements that support independent and enjoyable learning. Novelty: This module uniquely integrates batik culture with a digital interactive format specifically adapted to elementary learning needs. Implications: The flipbook serves as a practical digital resource for teachers and supports students in appreciating and preserving local wisdom while strengthening character values. Highlights:• Students learn batik through interactive digital modules• Module integrates Pancasila values and local wisdom• Supports active, multimedia-based learning activities Keywords: Flipbook, Batik, Pancasila Education, Digital Module, Local Wisdom
Design of a Mathematics Learning Platformer Game Using Unity 2D: Desain Permainan Platformer Pembelajaran Matematika Menggunakan Unity 2D Handayani, Nana Nur Dwi; Taurusta, Cindy; Astutik, Ika Ratna Indra; Azizah , Nuril Lutvi
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.983

Abstract

General Background: Mathematics learning in early grades often faces low student interest, requiring innovative media. Specific Background: Game-based learning is widely used to increase engagement, yet platformer-based mathematics games for young learners remain limited. Knowledge Gap: Existing studies rarely integrate structured level progression and question-based scoring within elementary-level math games. Aim: This study aims to develop a 2D platformer game, “Math With Elysia,” using Unity to support basic mathematical understanding. Results: The game was developed using the Multimedia Development Life Cycle, equipped with level-based challenges, scoring systems, and interactive question checkpoints. Blackbox testing showed all features function properly, and questionnaire data from 20 students indicated positive responses, with an overall satisfaction rate of 87 percent. Novelty: The game integrates platformer mechanics with structured math tasks aligned with early-grade needs. Implications: The product can serve as an alternative digital learning medium that supports engagement and foundational numeracy skills for elementary learners. Highlights: • Platformer-based math learning• Usability proven through blackbox testing• Positive student perception Keyword: Mathematics Game, Unity 2D, Platformer, Educational Media, Elementary Students
Mathematics Pocketbook for Understanding Plane and Solid Shapes: Buku Saku Matematika untuk Memahami Bentuk Datar dan Ruang Jayanti , Resy Dwi; Nisak, Nur Maslikhatun
Indonesian Journal of Education Methods Development Vol. 20 No. 2 (2025): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i2.984

Abstract

Background: Mathematics is often perceived as difficult by elementary students, particularly in topics involving multiple formulas such as plane and solid shapes. Specific Background: Limited variations in teaching methods and the absence of appealing learning media often hinder students’ understanding. Gap: Existing resources rarely integrate concise formulas, visual properties, contextual examples, and digital interactivity in a single portable medium. Aim: This study aims to develop a mathematics pocketbook that supports students in learning fundamental concepts of plane and solid shapes. Results: The product consists of 14 compact pages containing formulas, properties, example problems, and an online game accessed through a barcode. The pocketbook is designed using simple language to improve comprehension and engagement. Novelty: The integration of formula summaries, shape properties, and digital game-based reinforcement within a portable printed format provides a unique learning resource. Implications: This pocketbook has the potential to assist teachers in delivering materials more effectively and to help students strengthen conceptual understanding during independent study. Highlights• Comprehensive formulas and properties in a compact format• Integrated online game through barcode scanning• Designed to support independent learning Keywords: Pocketbook, Mathematics, Plane Shapes, Solid Shapes, Elementary Students
Digital Literacy Practices of Elementary School Teachers: Praktik Literasi Digital Guru Sekolah Dasar Anggraeni, Ratna Dwi; Wachidah, Kemil
Indonesian Journal of Education Methods Development Vol. 20 No. 2 (2025): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i2.985

Abstract

Background: Digital literacy has become a fundamental requirement for elementary school teachers as education increasingly integrates technology. Specific Background: Teachers are expected to utilize digital tools to facilitate learning, yet their actual abilities often vary widely. Gap: Limited studies have explored teachers’ digital literacy in the context of a single classroom and specific grade level. Aim: This study aims to analyze the digital literacy capabilities of a grade V teacher at Kandangan State Elementary School. Results: The findings show that the teacher demonstrates adequate competence across five dimensions of digital literacy: visual, reproduction, branching, information, and socio-emotional literacy. The teacher integrates digital media into lessons, uses technology to search and reproduce learning materials, and maintains communication with parents through digital platforms. Novelty: This research provides a focused case-based insight into teacher digital literacy within a real classroom environment. Implications: Schools need to strengthen digital literacy programs by providing better facilities and continuous training to support teachers in integrating technology effectively. Highlights• Digital literacy competencies of a grade V teacher• Integration of digital media into classroom practice• Identification of obstacles in digital implementation Keywords: Digital Literacy, Elementary Teacher, Online Resources, Digital Pedagogy, Classroom Practice
Digital Sign-Language Model for Inclusive Society 5.0: Model Bahasa Isyarat Digital untuk Masyarakat Inklusif 5.0 Ekaputra, Muhammad Iqbal Wi’an; Anwar, Najih
Indonesian Journal of Education Methods Development Vol. 20 No. 2 (2025): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i2.987

Abstract

Background: The transition toward Society 5.0 demands accessible technology for all, including people with disabilities. Specific Background: Despite technological progress, digital access for individuals with disabilities remains limited due to low digital literacy and inadequate infrastructure. Gap: Few studies integrate theological concepts with technological innovation to support digital inclusion, especially through sign-language digitalization. Aim: This paper aims to reinterpret the Qur’anic term ar-ramz as a foundation for developing a digital sign-language model using AR and audiobooks. Results: The findings highlight the potential of AR for deaf users through visual optimization and audiobooks for blind users through auditory enhancement. The study also identifies major barriers, including social stigma, digital inequality, and infrastructural limitations. Novelty: This research combines theological interpretation with technological design to propose an inclusive digital model grounded in symbolic interaction. Implications: Policymakers and educators should strengthen digital culture, provide training, and promote accessible technologies to support disabled communities in the era of Society 5.0. Highlights• Digital reinterpretation of ar-ramz• AR and audiobooks for sensory-based inclusion• Inclusive model for Society 5.0 Keywords: Digital Inclusion, AR, Audiobooks, Sign Language, Society 5.0
Lingua Leap Board Game for Grammar Mastery: Permainan Papan Lingua Leap untuk Penguasaan Tata Bahasa Kurniadiansyah, Meysha Dwi; Megawati, Fika
Indonesian Journal of Education Methods Development Vol. 20 No. 2 (2025): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i2.988

Abstract

Background: Grammar mastery remains challenging for EFL learners, especially in secondary education where engagement is often low. Specific Background: Traditional instructional methods rarely integrate strategic decision-making and enjoyable learning experiences. Gap: Few studies provide non-digital board games specifically designed to reinforce the five basic English tenses through gamification. Aim: This study aims to present Lingua Leap, an instructional board game that supports grammar learning through structured challenges and game-based elements. Results: The game incorporates multiple difficulty levels, reward–penalty systems, and decision-based challenges that require learners to think critically while practicing Simple Present, Present Continuous, Simple Past, Past Continuous, and Simple Future tenses. Novelty: Lingua Leap offers a culturally aligned and curriculum-based non-digital game integrating strategy and linguistic practice. Implications: This product can serve as an engaging supplementary medium in EFL classrooms, supporting motivation, retention, collaboration, and meaningful grammar learning. Highlights• Board game for grammar learning• Multilevel challenge-based design• Strategy-oriented gamification Keywords: Board Game, Grammar Learning, Gamification, Tense Mastery, EFL Learners