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INDONESIA
e-Jurnal Inovasi Pembelajaran Sekolah Dasar
ISSN : -     EISSN : 23386657     DOI : -
Core Subject : Education,
The e-Jurnal of Elementary School Learning Innovation (e-JIPSD) is a vehicle for scientific publications originating from research and conceptual studies of lecturers, experts, education practitioners, teachers, and students who have a deep concern for progress and development as well as learning innovations covering the field of Indonesian Language, Mathematics, Natural and Social Sciences, Citizenship Education, as well as art, culture, and crafts in elementary schools.
Articles 1,180 Documents
Pengembangan Media Pembelajaran Game Education Berbasis Gamifikasi Pada Mata Pelajaran Pendidikan Pancasila Kelas IV Sekolah Dasar Putri, Ola Kurnia; Waldi, Atri
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 13, No 1 (2025): (Januari-April) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i1.16021

Abstract

This research is motivated by the minimal use of learning media that implements technological elements in schools. Considering the characteristics of class IV students who like games, this research aims to develop gamification-based game education learning media for class IV elementary schools. The type of research used was development research (R&D) with the ADDIE development model, namely analysis, design, development, implementation, and evaluation. Data collection was carried out through validity sheets and media practicality questionnaires. The research results showed that the validity test value for the material aspect was 96.5%, the media aspect was 93.7%, and the language aspect was 95.6% in the very valid category. Based on the results of the teacher and student response questionnaire at the trial school, a percentage of 95.8% was obtained for teacher responses and 92.9% for student responses in the very practical category. Furthermore, the results of the teacher response questionnaire and student responses at the distribution schools showed percentage results of 100% and 92.7% in the very practical category. Thus, it can be concluded that the gamification-based game education learning media in class IV elementary school pancasila learning subjects has been declared valid and practical for use.
Praktikalitas Pengembangan Media Menggunakan Aplikasi Articulate Storyline 3 Pada Pembelajaran Matematika di Sekolah Dasar Kosandi, Dzaky; Masniladevi, Masniladevi
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 3 (2024): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i1.15894

Abstract

This research aims to develop learning media based on the Articulate Storyline 3 application on rectangular material in class IV Elementary School. The type of research used is R&D (Research and Development) used the ADDIE development model, Analysis, Design, Development, Implementation, and Evaluation. The research subjects were carried out at SD Negeri 10 Bandar Buat. The validity and practicality test instrument is carried out in the form of filling out a questionnaire and carrying out an analysis of the needs of teachers, students and curriculum. The learning media that has been designed will be validated learning media with validators including material, language and media experts by providing validity questionnaires to the validator experts. Validity of the development of Articulate Storyline 3 learning media, the results were 91,6% (very valid), for material experts, 95% (very valid) for linguists 95,8% (very valid) for expert media. Practicality in schools is very practical with a percentage of teacher responses of 91,6% and student responses of 92%. So it can be concluded that the development of learning media based on the Articulate Storyline 3 application in mathematics learning in elementary schools has been tested for validity and can be used in the learning process.
Peningkatan Hasil Belajar Menggunakan Model Jigsaw Pada Pembelajaran Tematik Terpadu di Kelas IV Sekolah Dasar Sagita, Yola; Muhammadi, Muhammadi
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 2 (2024): (Mei-Agustus) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v11i3.14504

Abstract

The low learning outcomes of teacher-centred learning activities are the impetus for this study. The justification behind this review is to further develop understudy learning results by using the Jigsaw learning model in grade IV. This kind of research employs both qualitative and quantitative approaches. Cycle I had two meetings, whereas Cycle II only had one. The subsequent cycle is utilized to direct research. There are four stages for each cycle: arranging, executing, noticing, and reflecting. Twenty fourth-grade teachers and students served as the study's subjects. The findings revealed that the lesson plans for Cycle I averaged 85% and increased to 92.5 percent for Cycle II. The teacher's assessment of the primary cycle had an average value of 86%, with a 93% increase in the second cycle. While the second pattern's average value was 93 percent, the main pattern's average value was 88.5 percent. In cycle II, student learning outcomes rose from an average score of 74 to an average value of 83. The Jigsaw cooperative student learning model can be interpreted as enhancing learning outcomes.
Pengembangan Media Pembelajaran IPAS Berbantuan KineMaster Materi Siklus Air di Kelas IV Sekolah Dasar Annisa, Arrahimmi Nur Ahadu; Astimar, Nelly
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 13, No 1 (2025): (Januari-April) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i1.16323

Abstract

This research is motivated by the lack of availability of IT-based learning media that can motivate and attract students' interest in learning. This research aims to develop video media assisted by KineMaster in science learning that is valid and practical. This research is development research (R&D) with the ADDIE development model. The response questionnaire consists of a teacher response questionnaire and a student response questionnaire. The test subjects in this research were 26 students consisting of 13 men and 13 women in class IVC at SDN 23 Marapalam. The results of the video media development research obtained obtained a validity level of 87.5% for material, 81.25% for language and 88.53% for media in the valid category. The results of the response questionnaire at school show that the learning media is very practical with the results of the teacher response questionnaire obtaining a practicality percentage of 93%. Meanwhile, the results of the student response questionnaire were with a practicality percentage of 93%. Thus, it can be concluded that the science learning media assisted by KineMaster on the water cycle material in Class IV Elementary School has been declared valid and practical for use in learning. 
Peningkatan Hasil Belajar Pendidikan Pancasila Menggunakan Model Numbered Head Together di Kelas V SDN 03 Gunung Tuleh Afwan, Zul; Masniladevi, Masniladevi
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 3 (2024): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i3.15976

Abstract

The aim of carrying out this research is to develop student learning achievement in Pancasila education lessons using the Numbered Head Together (NHT) model in Class V SDN 03 Gunung Tuleh. The type of research that will be used is Action Research. The data collection techniques used to obtain valid data in classroom action research (PTK) are test and non-test techniques in the form of question sheets, teaching module assessment sheets, observation sheets, skills and attitude assessment rubrics. In the data analysis section, researchers used qualitative and quantitative data analysis techniques. This research uses a process which consists of designing, organizing, observing and contemplating. The subjects of this research were 15 fifth grade students, researchers as practitioners and class teachers as observers. The results of this research show that there has been an increase in aspects of planning, implementation and learning outcomes. Thus, the application of the NHT approach can improve student learning outcomes and is suitable for use in teaching Pancasila education for class V SDN 03 Gunung Tuleh.
Implementasi Pembelajaran Berbasis Kecerdasan Buatan di Sekolah Dasar Purnama, Purnama; Muharani, Irma Nur; Patras, Yuyun Elizabeth
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 3 (2024): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i3.15702

Abstract

This research is motivated by the low motivation and learning outcomes of students in elementary schools and aims to determine trends in artificial intelligence-based research and implementation as well as the influence of artificial intelligence on students' motivation and learning outcomes in elementary schools. The research method used is the SLR method by the PRISMA. This research was conducted through the PoP application with the database used is Google Scholar 2018-2023 with the keyword "artificial intelligence, elementary school". The subjects of this study are articles that have screening and have been included. The stages of research was identification, screening, Eligibility Process, include, and analysis. The collection technique uses excel application analysis table. Data analysis was carried out by data reduction, data presentation and drawing conclusions. The results of this study show that the kecenderungand of research on AI in elementary schools 2018-2023 found that the number of article publications in that span of years has increased, while the number of citations applies the opposite. The use of AI applications can significantly improve the motivation and students learning outcomes.
Penggunaan Model Problem Based Learning (PBL) Untuk Meningkatkan Hasil Belajar Siswa Kelas V Sekolah Dasar Julvi, M. Alfida; Mansurdin, Mansurdin
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 2 (2024): (Mei-Agustus) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i2.14723

Abstract

The low learning outcomes of the students are the impetus behind this study's problem. The purpose of this study is to describe how the Problem Based Learning (PBL) Model improved student learning outcomes in integrated thematic learning. A qualitative and quantitative approach is taken. Classroom action research, also known as CAR, consists of four stages: Implementation, Observation, and Evaluation There were a total of 16 students and teachers who participated in this study. The procedures and outcomes of utilizing the PBL model to implement integrated thematic learning are data sources. Tests and non-tests are the instruments used for data collection. From cycle I to cycle II, the results showed an increase in integrated thematic learning outcomes, including: 1) Evaluation of example plan for cycle I 83.25%, to 94% in cycle II. ( 2) Cycle I assessment of the teacher aspect: 82%; cycle II assessment: 96%. 3) In cycle I, students were evaluated at a rate of 82 percent, while in cycle II, students were evaluated at 96 percent. 4) Learning outcomes were assessed at 76.5 percent in cycle I and 85 percent in cycle II. It may indicate that the PBL model can enhance student learning outcomes.
Pengaruh Model Discovery Learning Terhadap Hasil Belajar Matematika Materi Penyajian Data di Kelas V Sekolah Dasar Dhea, Fadisya Ivana; Masniladevi, Masniladevi
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 2 (2024): (Mei-Agustus) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v11i3.14687

Abstract

This research was conducted to determine the effect of the Discovery Learning model on mathematics learning outcomes on data presentation material in class V SDN Gugus III Sijunjung District. The type of research used in this research is Quasi Experiment using a quantitative approach. The Quasi Experiment design used is a Nonequivalent Control Group Design. The sampling technique in this study was cluster random sampling.  The data collection technique in this study was to use a test instrument. The population part of this study is all fifth-grade students of SDN Gugus III Koto VII District, Sijunjung Regency. The instrument used in this study is a learning outcome test, to prove the hypothesis in this study, hypothesis testing is carried out using the t-test. after learning using the Discovery Learning model, the results of the posttest of students in learning mathematics presentation data material show that the average value of the experimental class is higher than the control class, namely 80.00 (experimental class) and 64.77 (control class). The results of data analysis from hypothesis testing show tcount = 3.8055 and ttable = 2.2021. So that tcount> ttable, then H0 is rejected and Ha is accepted. The conclusion of this study is that there is an effect of the Discovery Learning model on student learning outcomes.
Penerapan Model Jigsaw Berbantuan Multimedia untuk Meningkatkan Hasil Belajar Bangun Datar Peserta Didik Kelas IVSekolah Dasar Annisa, Lusi; Desyandri, Desyandri
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 13, No 1 (2025): (Januari-April) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i1.15925

Abstract

This research aims to describe the application of the Jigsaw-type cooperative learning model assisted by multimedia in improving mathematics learning outcomes in-plane material in class IVa at SDN 19 Kampung Baru. The research uses two types of approaches, namely a qualitative approach and a quantitative approach. The subjects were 25 class VIa students in the January-June semester of the 2023/2024 academic year. The research results showed that the teaching module assessment in Cycle I, Meeting 1, was 86%, Cycle 1, Meeting 2, was 89%, and the average from Cycle 1 was 88%. Then in cycle II 95%. Teacher aspect assessment in cycle I, meeting 1, 84%, cycle 1, meeting 2, 88.4%, average in cycle 1, 86%. Then in cycle II, it was 95.4%. Assessment of student aspects in Cycle I, Meeting 1, 84%, Cycle 1, Meeting II, 86.3%, average for cycle I, 85%. Then in cycle II 95%. Student learning outcomes for cycle I, meeting 1, 78%, cycle 1, meeting II, 82%, average for cycle 1 79.8 and cycle II 87. In conclusion, the Jigsaw-type cooperative model can improve student learning outcomes in mathematics learning on plane material in class VIA SD Negeri 19 Kampung Baru.
Penerapan Model Project Based Learning Berbantuan Multimedia untuk Meningkatkan Hasil Belajar Komik Sederhana di Kelas IV Sekolah Dasar Dewi, Athirah; Desyandri, Desyandri
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 12, No 3 (2024): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i1.15871

Abstract

This research is based on the fact that learning outcomes in class IV of SD Negeri 8 Padang Panjang Timur show a low level. This research aims to illustrate how the application of the Project Based Learning model with the help of multimedia can improve learning outcomes for simple comics in class IV elementary school. This research uses a Classroom Action Research approach, with research subjects consisting of fourth-grade teachers and 28 students, of which 10 are male students and the other 18 are female students. Data analysis includes qualitative data analysis from observation sheets and quantitative data analysis from student learning outcomes. The procedures for analyzing qualitative research data are data reduction, data display, and drawing conclusions. The results showed that the average value of the teaching module increased from 87,5% in the first cycle to 95,83% in the second cycle. Assessment of aspects of teachers and students also showed improvement, with the average increasing from 87% in the first cycle to 93,75% in the second cycle. Apart from that, student learning outcomes also increased from 75,19 in the first cycle to 86,4 in the second cycle. Therefore, it can be concluded that the application of the Project Based Learning model with the help of multimedia is effective in improving simple comic learning outcomes. 

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