cover
Contact Name
I Nyoman Laba Jayanta
Contact Email
info.ejournal@undiksha.ac.id
Phone
+6281236933978
Journal Mail Official
info.ejournal@undiksha.ac.id
Editorial Address
Jl Udayana Kampus Tengah Singaraja Bali 81116
Location
Kota denpasar,
Bali
INDONESIA
Indonesian Journal of Instruction
ISSN : -     EISSN : 27458628     DOI : https://doi.org/10.23887/iji
Core Subject : Social,
Indonesian Journal of Instruction (IJI) is an internationally recognized journal in the field of education and is published four times a year (in January, mei september). The aim of this journal is to publish high quality studies in the areas of instruction, learning, teaching, curriculum development, learning environments, teacher education, educational technology, educational developments. Studies may relate to any age level - from infants to adults. IJI, being an international journal, our editorial advisory board members are from various countries around the world. The articles sent to the Journal are always reviewed by two members of the Editorial Advisory Board (double blind peer review), and in some cases, if necessary, by another member of the Board. Depending on the evaluation reports of the members of the Editorial Advisory Board, articles are published or not. Article evaluation process takes approximately three months. The authors are responsible for the errors, if any, in their published articles. The articles need to be not published elsewhere previously.
Articles 150 Documents
The Effect of a Guided Brainstorming Learning Model Using the Nusantara Flipchart on the Collaborative Attitudes of Fifth-Grade Students Ni Putu Lingga Ayu Nadi; I Gusti Agung Ayu Wulandari; I Kadek Suartama
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.110637

Abstract

In this era of globalization, collaborative behavior is a fundamental skill in facing global challenges. Currently, the low level of collaborative behavior in elementary schools is considered suboptimal. This study aims to analyze the effect of the brainstorming learning model using the Nusantara sticky board media on the collaborative behavior of fifth-grade elementary school students. This study is a quasi-experimental design using a non-equivalent post-test only control design. The population of this study was all fifth-grade elementary school students totaling 524 students consisting of 16 classes. The sample of this study used a cluster random sampling technique. Data analysis of this study used descriptive statistics and inferential statistics. Collaborative attitude data collection used a non-test method in the form of an observation sheet. Based on the results of the collaborative attitude data analysis, it was obtained that t count > t table so that H0 was rejected and Ha was accepted. This indicates that there is a significant influence of collaborative attitudes between the group of students who were taught with the brainstorming learning model assisted by the Nusantara sticky board media and the group of students who were taught with conventional learning.
Improving Fifth-Grade Elementary School Students’ Science Problem-Solving Skills through the Do–Talk–Record Learning Model Kadek Erna Lestari; I Gusti Ayu Tri Agustiana; Rendy Setyowahyudi, M.Pd.
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.110815

Abstract

Developments in 21st-century learning require the implementation of strategies capable of developing students’ critical thinking and problem-solving skills. However, science education in elementary schools is still dominated by conventional approaches, resulting in students’ problem-solving skills not developing optimally. This study aims to analyze the improvement in students’ science problem-solving skills through the implementation of the Do Talk Record learning method. This study employs an experimental design with a posttest control group. The research subjects consisted of an experimental group that received Do Talk Record instruction and a control group that followed conventional instruction. Data were collected through a validated essay-based problem-solving test and analyzed using descriptive and inferential statistical techniques, including tests of normality, homogeneity, and differences in means. The results indicate that the problem-solving skills of students in the experimental group were higher than those in the control group. These findings suggest that the Do Talk Record learning method is effective in enhancing students’ ability to plan, implement, and evaluate problem-solving strategies, as well as to connect concepts with real-world phenomena. The conclusion of this study confirms that the Do Talk Record learning method contributes positively to the development of students’ problem-solving skills. The implications of this study suggest that the implementation of innovative learning models can support the strengthening of critical thinking skills, problem-solving, and 21st-century competencies in science education at the elementary school level.
Inquiry Learning Model Assisted by Educational Games on Students’ Computational Thinking Skills Ni Luh Nyoman Anggareni Julianti; Gusti Ngurah Sastra Agustika; Adrianus I Wayan Ilia Yuda Sukmana
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.110967

Abstract

Computational thinking is a key 21st century skill that plays an important role in helping students solve problems logically, systematically, and in a structured manner. Learning practices that are still dominated by conventional and teacher-centered approaches have caused this skill to develop less optimally. This study aimed to analyze the effect of implementing an inquiry learning model assisted by educational games on fifth grade students’ computational thinking skills in mathematics learning. This study employed a quantitative approach with a quasi-experimental design using a nonequivalent pretest-posttest control group design. The research subjects consisted of 40 fifth grade students who were divided into an experimental group and a control group, with 20 students in each group. Data were collected through pretest and posttest using an instrument consisting of 15 multiple choice questions developed based on the dimensions of computational thinking, namely decomposition, pattern recognition, abstraction, and algorithms. The data were analyzed using inferential statistics through prerequisite tests and hypothesis testing. The findings showed that students who participated in learning through the inquiry learning model assisted by educational games demonstrated a better improvement in computational thinking skills compared to those who received conventional instruction. The conclusion of this study indicates that the model is effective in developing students’ computational thinking skills. The implication is that this model can be used as an alternative learning strategy to strengthen higher order thinking skills in mathematics learning.
The Effect of Video-Assisted Role Playing Using Penglipuran Village Context on Elementary School Students’ Pancasila Education Learning Outcomes Ni Putu Ayu Gayatri Dewi; Anak Agung Gede Agung; Anak Agung Ayu Dewi Sutyaningsih
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.110968

Abstract

The low learning outcomes in Pancasila Education among elementary school students indicate problems in the learning process, characterized by low student participation, the dominance of lecture-based methods, and the limited use of contextual and engaging learning media. This study aims to analyze the effect of a role-playing learning model assisted by video based on the Pancasila Student Profile on students’ learning outcomes. This research employed a quantitative approach with a quasi-experimental design, specifically a post-test only control group design. The subjects consisted of an experimental group and a control group selected through cluster random sampling. Data were collected using a validated multiple-choice objective test and analyzed using descriptive and inferential statistics through an independent t-test. The results revealed a significant difference between the two groups, where the experimental group achieved higher mean learning outcomes than the control group. These findings indicate that the implementation of a role-playing learning model assisted by video enhances student engagement and promotes more meaningful understanding of concepts. Therefore, this learning model has positive implications as an innovative instructional strategy to improve learning outcomes in Pancasila Education at the elementary school level.
The Effect of Drill Assisted CTL Model on the Mathematical Knowledge Competence of Fifth Grade Elementary School Students Dewa Ayu Shri Laksmi Prama Dewi; I Wayan Wiarta; Didith Pramunditya Ambara
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.111146

Abstract

Mathematics learning in elementary schools often faces the problem of students’ low conceptual understanding because the learning process tends to be procedural and is less connected to students’ real life contexts. The practice activities provided are not structured continuously, resulting in suboptimal reinforcement of concepts. This study aims to analyze and examine the effect of implementing the Contextual Teaching and Learning (CTL) model assisted by drills on the mathematical knowledge competence of fifth grade elementary school students. The study employed a quantitative approach with a quasi experimental design, involving two classes as samples: an experimental class (CTL + Drill) and a control class (conventional). Data were collected through multiple-choice tests and analyzed descriptively and inferentially using a t-test. The results indicate that the implementation of CTL assisted by drills significantly improves conceptual understanding, students’ active engagement, and mastery of the material through structured practice. The average mathematics competence score of the experimental class was higher than that of the control class (80.6 vs. 65.3) with a significant difference (p < 0.05). In conclusion, the CTL model assisted by drills is proven effective in enhancing elementary students’ mathematical knowledge competence. The implication is that teachers can use this model to strengthen concepts, increase engagement, and improve mathematics learning outcomes.
The Effect of a Project-Based Learning (PjBL) Model Incorporating Balinese Intrument on the Creativity of Fifth-Grade Elementary School Students in the SBdP Curriculum I Gusti Agus Kelana Putra Pratama; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.111210

Abstract

Arts and Culture learning at the elementary school level often demonstrates limited development of student creativity due to instructional practices that are less varied and insufficiently student-centered. This condition necessitates the application of learning models that are capable of fostering higher-order creative thinking through meaningful learning experiences. The main objective of this study was to analyze and evaluate the effect of Project-Based Learning assisted by Balinese gamelan on students’ creativity by emphasizing higher-order cognitive processes at levels C4–C6. A quantitative approach was employed using a quasi-experimental design with a non-equivalent control group. The research subjects consisted of 39 fifth-grade students, comprising 20 students in the experimental group and 19 students in the control group. Data were collected using creativity assessment instruments administered through pre-test and post-test procedures, which had met validity and reliability criteria. Data analysis included normalized gain score analysis, normality testing, homogeneity testing, and hypothesis testing using pooled variance t-test. The results showed that the experimental group achieved a higher mean normalized gain score (0.464, moderate category) compared to the control group (0.295, low category), with a calculated t-value of 3.814 exceeding the critical value of 2.026 at a 5% significance level. The conclusion, indicate a significant difference in student creativity between the two groups. The implication suggests that Project-Based Learning assisted by Balinese gamelan serves as an effective pedagogical alternative for enhancing creativity in elementary Arts and Culture learning.
Integration of Game-Based Learning in Interactive E-Books to Stimulate Collaborative Skills of Third Grade Elementary School Students I Made Diah Pratiwi; Putu Aditya Antara; Dewi Anzelina
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.111719

Abstract

The background of this study was the low level of students’ collaboration skills, as indicated by a collaboration questionnaire result with an average score of 58.4% in the moderate category, as well as the limited use of digital and interactive learning media in Pancasila Education learning. This study aimed to develop an interactive E-book based on Game-Based Learning that is feasible and effective in stimulating students’ collaboration skills in the topic of rights and responsibilities for third-grade elementary school students. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included content experts, instructional design experts, learning media experts, and third-grade students. Data were collected through interviews, observations, questionnaires, and tests. The data were analyzed using descriptive quantitative and inferential analysis techniques. The results showed that the interactive E-book based on Game-Based Learning was categorized as very feasible based on expert validation and the results of individual and small-group trials. Furthermore, the effectiveness test results indicated an improvement in students’ collaboration skills after using the developed media, as proven by hypothesis testing. Therefore, the interactive E-book based on Game-Based Learning is considered feasible and effective to be used as a learning medium to stimulate students’ collaboration skills in Pancasila Education for third-grade elementary school students.
Animated Video-Based Problem-Based Learning Model Containing Local Balinese Wisdom on Students' Problem-Solving and Cooperation Abilities in Science Subjects of Grade VI Elementary School Ni Putu Ellys Sucitha Dewi; I Wayan Lasmawan; Ida Bagus Putrayasa
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.112028

Abstract

Education plays an important role in developing students’ higher-order thinking and social skills. However, problem-solving and collaboration skills in science learning remain low due to conventional learning models that lack active student engagement and local wisdom integration. This study aims to analyze the effect of implementing a Problem Based Learning (PBL) model supported by animated videos incorporating local wisdom on students’ problem-solving and collaboration skills. This study employed a quasi-experimental method with a nonequivalent control group design, involving sixth-grade students as research subjects, consisting of an experimental group and a control group. Data were collected through tests to measure problem-solving skills and questionnaires to assess collaboration skills, using instruments that had been validated and tested for reliability. Data analysis was conducted using descriptive statistics, prerequisite tests (normality, homogeneity, and multivariate normality), and hypothesis testing through MANOVA and ANOVA. The results indicate that the implementation of the PBL model supported by animated videos incorporating local wisdom has a significant effect on students’ problem-solving and collaboration skills, both simultaneously and partially. Therefore, this model is effective in improving the quality of science learning. The implications of this study suggest that integrating PBL with animated video media based on local wisdom can serve as an innovative instructional strategy to enhance student engagement, critical thinking, and collaboration skills.
A Virtual Museum Based on a Hindu-Buddhist Kingdom Educational Tour Model to Foster Patriotism Ni Kadek Dwi Sawitri; I Gusti Agung Ayu Wulandari; Luh Putu Sri Lestari
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.112341

Abstract

The low level of patriotism among elementary school students in learning Hindu–Buddhist Kingdoms material is caused by teacher-centered learning, limited learning resources, and the minimal use of interactive media capable of providing concrete visualization of the learning material. These conditions result in suboptimal student engagement in the learning process, thereby requiring technology-based learning media innovations that can provide more contextual and engaging learning experiences. This study aims to analyze the design, feasibility, practicality, and effectiveness of a virtual museum based on the field trip learning model in improving elementary school students’ patriotism. This study employed a research and development approach using the Four-D model, which includes the stages of defining, designing, developing, and disseminating. The research subjects consisted of content experts, instructional design experts, learning media experts, teachers, and elementary school students. Data were collected through observations, interviews, and questionnaires using observation sheets, interview guidelines, and assessment questionnaires. The data were analyzed using descriptive quantitative and inferential analysis techniques. The results showed that the field trip-based virtual museum demonstrated a very high level of feasibility and practicality and was effective in improving students’ patriotism during the learning process. The implications of this study indicate that the field trip-based virtual museum can be utilized as an innovative learning medium to strengthen character education and enhance student engagement in history learning at the elementary school level.
Assistance Model for Slow Learners in Inclusive Early Childhood Education: A Case Study Based on Field Practice in Buleleng, Bali Ni Putu Sinta Dewi
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.113429

Abstract

The inclusion of slow learners in early childhood education requires a specific assistance model that aligns with local characteristics, especially in regions with strong cultural values like Buleleng. This study aimed to explore and analyze the assistance model for slow learners in inclusive Early Childhood Education (ECE) in Buleleng Regency. This qualitative study employed a case study design, involving classroom teachers and Special Assistant Teachers (GPK) as research subjects. Data were gathered through field observations, in-depth interviews, and documentation at several inclusive ECE centers, using observation guidelines, interview protocols, and documentation sheets as research instruments. Data were analyzed using an interactive analysis model, including data reduction, data display, and conclusion drawing.The results indicated that an effective assistance model integrates the Individualized Education Program (IEP), curriculum modification based on local wisdom (Tri Hita Karana), and intensive collaboration between classroom teachers and Special Assistant Teachers (GPK). While challenges such as limited experts and low parental literacy persist, the strength of local community support (Pawongan) serves as a vital pillar for the sustainability of inclusive programs. Overall, a collaborative and culturally responsive assistance model can enhance the effectiveness of inclusive learning for slow learners. The implications of this study emphasize the importance of strengthening professional collaboration, optimizing curriculum adaptation, and increasing community involvement to support sustainable inclusive education practices.