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Contact Name
Arie Eko Cahyono
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arie.arion@gmail.com
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+6285231199480
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Kampus 1 Universitas PGRI Argopuro Jember Jalan Jawa No 10 Jember
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INDONESIA
Education Journal: Journal Educational Research and Development
ISSN : 25489291     EISSN : 25489399     DOI : https://doi.org/10.31537/ej.v7i2.1285
Core Subject : Education,
Education Journal: Journal Educational Research and Development is a scientific journal managed by LPPM Universitas PGRI Argopuro Jember intended to disseminate the results of scientific works that have been made by lecturers, teachers, alumni and experts. In addition, the scientific journal is intended as a means of communication between educators both as a lecturer, as a teacher and as an alumni in order to disseminate information and develop education in general through research results and other forms.
Arjuna Subject : Umum - Umum
Articles 296 Documents
Analisis Kebutuhan Media Pembelajaran Berbasis Flipbook Interaktif Dengan Model PBL Pembelajaran Kaidah Kebahasaan setiawaty, rani; Janita Putri Dwihana; Aulia Tri Lestari; Nida Dhiyaul Auliyah
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2953

Abstract

Pembelajaran kaidah kebahasaan di kelas II sekolah dasar masih menghadapi permasalahan berupa materi yang bersifat abstrak, keterbatasan media pembelajaran, serta perbedaan gaya belajar peserta didik yang berdampak pada rendahnya fokus dan pemahaman siswa. Penelitian ini bertujuan untuk menganalisis permasalahan pembelajaran, konteks penggunaan model pembelajaran, serta kebutuhan guru dan siswa terhadap media pembelajaran berbasis flipbook interaktif yang terintegrasi dengan model Problem Based Learning (PBL). Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang dibatasi pada tahap analisis. Subjek penelitian terdiri atas satu guru kelas II dan 35 siswa kelas II SD Negeri 1 Gulang. Teknik pengumpulan data dilakukan melalui wawancara, angket, dan dokumentasi, sedangkan analisis data menggunakan model Miles dan Huberman. Hasil pembahasan menunjukkan bahwa pembelajaran kaidah kebahasaan masih didominasi metode ceramah dan media visual satu arah yang belum mampu mengakomodasi kebutuhan belajar siswa secara optimal, meskipun siswa memiliki motivasi belajar yang cukup tinggi dan kesiapan literasi digital yang baik. Guru dan siswa sama-sama membutuhkan media pembelajaran yang menarik, interaktif, visual, serta mampu mendukung tahapan pemecahan masalah dalam model PBL. Simpulan penelitian ini menunjukkan bahwa media pembelajaran berbasis flipbook interaktif yang terintegrasi dengan model Problem Based Learning berpotensi menjadi solusi yang relevan untuk meningkatkan pemahaman konsep, keaktifan, dan kualitas pembelajaran kaidah kebahasaan di sekolah dasar.
Penggunaan Media Konkret Tangram Pecahan untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Kelas IV Sekolah Dasar Martiani, Rita; Putra, Deni Adi; Martati, Badruli
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2955

Abstract

Critical thinking skills are essential competencies of the 21st century that need to be developed from the elementary school level. This study aims to: (1) Describe the use of concrete media of Fractional Tangram in improving students' critical thinking skills; (2) Analyze the improvement of students' critical thinking skills after the use of concrete media of Fractional Tangram. This research uses the design of Classroom Action Research (PTK) which is carried out in two cycles. The research subjects consisted of 28 grade IV students of SD Negeri Tambak Wedi 508 Surabaya. Data was collected through observation of the learning process using observation sheets and indicator-based critical thinking skills tests that included interpretation, analysis, evaluation, inference, explanation, and self-regulation. The data was analyzed quantitatively descriptively by calculating the average score and percentage of improvement, as well as qualitatively to describe the learning process. The results showed a significant improvement in both aspects studied. The observation score of the learning process increased from 1.9 (Less category) in Cycle I to 3.4 (Good category) in Cycle II. The critical thinking skills score increased from an average of 23.2 (Good category) to 31.0 (Very Good category) with an increase of 33.6%. All critical thinking indicators have increased, with the highest achievements in the aspects of self-regulation (1.4 points), analysis (1.4 points), and evaluation (1.4 points). Thus, it can be concluded that the concrete media of Fractional Tangram is effective in improving the critical thinking skills of grade IV elementary school students, both in terms of the learning process and learning outcomes.
The Effect of Educational Snake and Ladder Games on the Understanding of the Concept of Celestial Bodies in Elementary School Students Suwandi, Bambang; Faradita, Meirza Nanda; Wahyuni, Holy Ichda
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2957

Abstract

Innovativeness and Optimism as Predictors of Generative AI Acceptance Among Pre-service Elementary School Teachers Meivawati, Eli; Noviana, Evy; Pratama, I Putu Yogi; Qudratuddarsi, Hilman; Indriyanti, Nor
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2958

Abstract

This study investigates Generative Artificial Intelligence (Gen AI) acceptance among Generation Z pre-service elementary school teachers by extending the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model with innovativeness and optimism as additional psychological predictors. As Gen AI becomes increasingly embedded in educational practice, understanding how future elementary school teachers perceive and accept this technology is critical for informing teacher preparation and digital transformation initiatives. Using a quantitative, cross-sectional survey design, data were collected from 563 pre-service teachers across four universities in Indonesia through an online questionnaire. Partial Least Squares Structural Equation Modeling (PLS-SEM) via SmartPLS was used for data analysis. The measurement model demonstrated satisfactory reliability, convergent validity, and discriminant validity, while model fit indices indicated that the proposed model adequately represented the data. Results show that both innovativeness and optimism significantly predict performance expectancy, effort expectancy, facilitating conditions, habit, and hedonic motivation, with innovativeness emerging as the stronger personality-based determinant. Regarding behavioral intention to use Gen AI, performance expectancy, effort expectancy, facilitating conditions, and habit exhibit significant positive relationships, whereas hedonic motivation does not significantly influence intention. The structural model explains 75.9% of the variance in behavioral intention, indicating strong explanatory power within the context of Gen AI adoption in teacher education. The findings highlight the dual importance of cognitive evaluation (e.g., perceived usefulness and ease of use) and personal traits (e.g., innovativeness and optimism) in shaping Gen AI acceptance among pre-service elementary school teachers. Theoretically, the study extends UTAUT2 by demonstrating the value of incorporating personality-related constructs into contemporary AI acceptance studies. Practically, the results suggest that teacher education programs should provide structured opportunities for meaningful engagement with Gen AI tools while fostering mindsets that encourage experimentation and openness to technological change. These efforts may better prepare future teachers to integrate Gen AI responsibly and effectively in elementary education settings.
Persepsi Orang Tua Terhadap Dampak Negatif Permainan Online Roblox pada Siswa Sekolah Dasar Rismawati, Devi; Mirnawati, Lilik Binti; Wahyuni, Holy Ichda
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2961

Abstract

This study aims to describe parents' perception of the adverse influence of the online game Roblox on elementary school students, focusing on four dimensions: social, academic, financial, and psychological. This study uses a qualitative approach with a phenomenological study. The data source consists of primary data, namely the parents of three elementary school students who are active Roblox users, and secondary data in the form of supporting documents. The data collection techniques used were semi-structured in-depth interviews, observations, and documentation. The instruments are in the form of interview guides and observation sheets. Data analysis is carried out including data reduction, data presentation, and conclusion drawing and verification. The results of the study showed that parents perceive the bad influence of Roblox as an interrelated syndrome. In the social aspect, Roblox is perceived to shift children's interactions to the virtual world and disrupt family communication. In the academic aspect, this platform is considered a major distraction from concentration and a trigger for procrastination. On the financial aspect, concerns include uncontrolled transactions and the internalization of consumptive value based on virtual social status. On the psychological aspect, parents observe emotional lability and early symptoms of dependence, where the child's emotional well-being becomes highly tied to the experience in the game. It was concluded that parents perceive Roblox not as just entertainment, but as a complex digital ecosystem that simultaneously has the potential to socially isolate children, disrupt academic achievement, distort financial understanding, and threaten their psychological stability.
Peran Guru dalam Menerapkan Deep Learning di Sekolah Dasar Nuryadi, Fakhri Hannan; Setiawan, Fajar; Faradita, Meirza Nanda
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2966

Abstract

This study aims to: (1) Describe elementary school teachers' understanding of the concept of Deep Learning, considering that this conceptual understanding is the main foundation for transformative pedagogical practice; (2) Describe the forms of roles that are clearly displayed by teachers in the learning process to encourage the occurrence of Deep Learning, which includes the principles of awareness, meaningfulness, and encouraging; and (3) Describe the supporting and inhibiting factors faced by teachers in implementing these roles, which include internal aspects (individual capacity) and external aspects (school policy support and availability of resources). The research uses a qualitative approach with a case study design. Data were collected through participant observation, in-depth interviews with three classroom teachers (II, IV, VI), three representative students, and the principal, and document studies. The data analysis technique follows an interactive model through data reduction, data presentation, and conclusion drawn. The research revealed that: (1) Teachers' understanding of deep learning develops progressively according to the class level, from meaning as applicable knowledge to the formation of mindset; (2) The role of teachers is shown through a variety of strategies—the principles of awareness (question-and-answer techniques, reflection journals), meaningful (simulation, collaborative projects), and exhilarating (play-based learning, intellectual challenges); (3) The main supporting factors include teacher commitment and instructional leadership, while the main obstacles are administrative burden and curriculum pressure. Teachers have demonstrated a comprehensive understanding of deep learning and are able to apply the role of facilitators through strategies that are differentiated according to the grade level. The success of deep learning implementation is highly dependent on systemic support in reducing administrative barriers and strengthening teacher capacity through sustainable development programs.