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INDONESIA
Journal of Contemporary Issues in Primary Education
Published by CV. Kurnia Grup
ISSN : 30264014     EISSN : 30264014     DOI : https://doi.org/10.61476
Core Subject : Education, Social,
JCIPE: Journal of Contemporary Issues in Primary Education is research, study and analysis related to Basic Education, Kindergarten Education, Early Childhood Education, including: development of moral and religious values, physical motor development, social emotional development, cognitive development, development language, artistic and creative development, parenting, child care, child education management institutions, child growth and development assessment, child development psychology, child empowerment, strategic learning, educational tool games, learning media, childrens education innovation and various fields related to education Elementary, Kindergarten Education, Early Childhood Education.
Articles 31 Documents
The Effect of Padlet Application towards Students’ Narrative Writing at the Tenth Grade of SMAN 1 Malingping Lebak Banten in Academic Year 2023/2024 Parida, Ida; Novari, Ari Fajria; Rohimajaya, Nur Azmi
Journal of Contemporary Issues in Primary Education Vol. 2 No. 1 (2024): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/t21c1172

Abstract

This research paper aims to know whether there is a significant effect of Padlet application towards students’ narrative writing at the Tenth Grade of SMAN 1 Malingping Lebak-Banten In Academic Year 2023/2024. The authors paper used quantitative approach and quasiexperimental design. The technique in choosing the sample is cluster random sampling; the authors used XE 7 (36 students) as class experiment and XE 10 (36 students) as class control. The experimental group was taught narrative text in writing activity used Padlet application, where as the control group was taught used Google classroom. At the first meeting of the research, the researcher gave a pre-test to both the experimental group and the control group to measure the extent of students’ narrative writing. Then gave treatment for five meetings and the last meeting of the research, the researcher gave a post-test to find out the final results and to prove the significant effect after being given treatment using a Padlet application in the experimental group. In analyzing the data, the author used independent sample t-test by SPSS 29 for windows showed the value of t calculated> t- table was 25.100 in experimental class. And its significance value because less than 0.05 (P = 0.00 < 0.05 in experimental class). It can be concluded that the alternative hypothesis (Ha) was accepted. Therefore, the researcher concluded that the Padlet application has a good effect on Students’ Narrative Writing. In addition, this Padlet application is not only effectively used in learning writing but could also be used as an online learning medium because this Padlet application has space to communicate freely between teachers and students as well as between other students.
The effect of comic strips media towards students' reading comprehension in narrative text (an experimental study at the Tenth Grade Students of SMAN 1 Cijaku in the Academic Year 2023/2024) Mulyawati, Siti; Ade Sudirman; Tatu Munawaroh
Journal of Contemporary Issues in Primary Education Vol. 2 No. 1 (2024): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/92bb5776

Abstract

This research paper aim to investigation the effect of comic strips media towards students’ Reading Comprehension in narrative text an experimental study at the Tenth Grade Students’ of SMAN 1 Cijaku. The research paper used the quantitative research design with the characteristics of experimental method that is design into two classes. They are experimental and control class. The population of this research is class X of SMAN 1 Cijaku, they consists 134 students. The sample of this research is X1 as an experimental class consists 33 students and X2 as a control class consists of 35 students. The total of sample is 68 students. The instrument is a test and data of this research are collected by giving pre-test and post-test. The data is analyzed using SPSS version 25.0 program including mean, standard deviation and t-test.  It could be seen from the result of the post-test of experimental and control class. The findings reveal that the data analysis and interpretation of the research, it is clear there is a significant effect of comic strips media towards students’ reading comprehension in narrative text an experimental study at the tenth grade students of SMAN 1 Cijaku.  It can be seen, the minimum score pre-test is 15, maximum is 45, mean 26.14 and standard deviation 7.867. While the minimum score post-test control class is 20, maximum 60, mean 36.43 and standard deviation 9.360. Furthermore, the minimum score of control class is 15, maximum 50, mean 33.64 and standard deviation 8.685. While the minimum score post-test of experimental class is 30, maximum 60, mean 46.06 and standard deviation 8.174. The result of t-test obtained sig. value 0.000 ≤ ??? = 0.05. Ha is accepted and Ho is rejected. It can conclude that there is a significant effect of comic strips media towards students reading comprehension in narrative text.    
The effect of kahoot application towards students’ reading comprehension at the Eleventh Grade of SMAN 1 Cijaku Lebak Banten in Academic Year 2023/2024 Adawiah, Siti Robeah; Rohimajaya, Nur Azmi; Riandi
Journal of Contemporary Issues in Primary Education Vol. 2 No. 1 (2024): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/bpzsj223

Abstract

This research paper aims to investigate the effect of kahoot Application towards students’ Reading Comprehension at the Eleventh Grade of SMAN 1 Cijaku Lebak Banten in Academic Year 2023/2024. The method used in this research was quantitative method. The design of this research was quasi-experimental design and cluster random sampling: the researcher has chosen two classes are a control class and an experimental class. The technique in choosing the sample is cluster random sampling; the researcher used XI IPS 1 (31 students) as class control and XI IPA 2 (36 students) as class experimental. The experimental group was taught recount text in Reading comprehension used kahoot application, whereas the control group was taught used wordwall. In analyzing the data, the researcher used Independent sample t-test by SPSS 25.0 statistical computation to analyze the hypotheses test. The researcher has found the result t-count (1.727) and Significant two-tailed = 0.044 < α 0.05. From these data could be interpreted that there is a significant difference between the two groups in obtaining scores, because the result is a significance value of less than 0.05, which means Ha is accepted. According to the criteria of the test, it could be concluded that there was progress in the effect of kahoot Application towards students’ Reading Comprehension at the Eleventh Grade of SMAN 1 Cijaku Lebak Banten.
The effect of quizlet application towards students’ vocabulary mastery at the Eighth Grade of SMP-IT Mathla’ul Anwar Malingping Lebak, Banten in the Academic Year 2023/2024 Dela Maulida; Ade Sudirman; Tatu Munawaroh
Journal of Contemporary Issues in Primary Education Vol. 2 No. 1 (2024): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/ydmeaf82

Abstract

The research paper aims to investigate the effect of quizlet application towards students’ vocabulary mastery at the eighth grade of SMP-IT Mathla’ul Anwar Malingping Lebak, Banten. This research was conducted for five weeks at the class eighth grade of SMP-IT Mathla’ul Anwar Malingping. The method of the research was used quantitative approach and the research design used quasi experimental design and and purposive sampling. The population of this study was 38 students. The sample of this study was 38 eighth grade of SMP-IT Mathla’ul Anwar Malingping, which were divided into experimental and control groups, and each group consisted of 19 students. To collect data, each group was given a pre-test and post-test. The data analysis technique used paired sample t-test which is calculated using SPSS 25. The results of this research of the post-test of the experimental class 88.42 and the control class 84.42 then, this results of the t-test obtained a significance value of 0.000 ≤ α = 0.05. These results show that the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. So, this research is a significant effect on vocabulary mastery by using quizlet application.  
Pengembangan Media Pembelajaran PowerPoint Interaktif pada Mata Pelajaran Bahasa Indonesia Siswa Kelas VI Sekolah Dasar Makhtum, Rohiqim; Rodhiyah, Ainur; Purnomo, M. Bakhtiar; Ilaah, Rohmatul; Putri Andani, Mutiara Fadhilah; Istiqfaroh, Nurul; Enun Kharisma, Nanda Veruna
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/gsf8m927

Abstract

The use of appropriate learning media is one of the important components in creating an interesting learning atmosphere and according to the needs of students. But at this time there are still many teachers who still use monotonous learning media, thus making students feel bored quickly during the learning process. This study aims to determine the feasibility and practicality in the process of developing an Interactive PowerPoint learning media in Indonesian language subjects. This research uses the DDD-E model development type consisting of Decide, Design, Develop, and Evaluate. Data collection was obtained using observation sheets, validation instruments, and also student response questionnaires. The research data shows the feasibility level of interactive PowerPoint media according to material experts, which is very valid with a score of 88. The level of feasibility according to media experts is quite valid with a value of 79. The results of the student response questionnaire obtained 96.1% with a very practical category. The conclusion of this study is that the development of Interactive PowerPoint learning media is feasible and practical to use in learning activities in Indonesian language subjects for grade VI elementary school students.
Pengembangan Media Pembelajaran Game PowerPoint Interaktif Materi “Operasi Penjumlahan dan Pengurangan” pada Mata Pelajaran Matematika untuk Siswa Kelas 2 Sekolah Dasar Aisyah, Adinda Siti; Amimufida, Salma Salsabilla; Ningsih, Intan Anzar Wahyu; Mahmudah, Alya Luthfia Choirina; Oktavia, Zeti Eka Ramaniza; Istiq’faroh, Nurul; Zahroh, Ulfi Amanatuz
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/f3k08974

Abstract

In the learning process in the classroom, a pleasant learning atmosphere must be created so that students remain motivated to enthusiastically learn, one of which is by using Interactive PowerPoint Game learning media. This learning media can make students more active, learning becomes interactive and fun, and can educate students by playing while learning. The purpose of developing learning media is to determine the feasibility and practicality of Interactive PowerPoint Games in learning mathematics in the classroom. The method used in this research is the Analyze, Design, Development, Implementation and Evaluation (ADDIE) model. Data collection techniques in this study used validation questionnaires and student response interviews. The results showed that validators and students gave positive responses to the Interactive PowerPoint Game learning media. It can be seen in the validation assessment of Interactive PowerPoint Games by several experts, namely material experts with an average score of 96.94% with very good criteria, media experts with an average score of 92.55% with very good criteria, and design experts with an average score of 87.44% with very good criteria. While the results of student response interviews as a whole gave positive responses. Based on the results of the study, it can be concluded that the learning media for Interactive PowerPoint Games is declared feasible and practical to use to meet the needs of innovative learning media and increase student motivation in learning.
Pengembangan Media Pembelajaran Smart Box Pada Mata Pelajaran Pendidikan Pancasila Di Kelas Rendah SD Negeri Lidah Wetan II/462 Ramadhani, Novia Putri; Nazilah, Risma Hidayatu; Devi, Jesica Rahmawati; Salsabila, Ihda; Susanti, Susi; Sukardi, Agustina Trianita Nency; Istiq’faroh, Nurul; Zahroh, Ulfi Aminatuz
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/17y6f059

Abstract

This study aims to develop and test the effectiveness of learning media “Smart Box Rules at Home and at School” in helping students understand the material in learning Pancasila Education in Elementary School. Media “Smart Box Rules at Home and at School” is a learning media in which there is material and interactive games that can help students understand the concept of material. This research uses the Reasearch and Development (R&D) method with the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluate). The research instruments used were student and teacher interview guidelines. The data taken is the need for “Smart Box” media development, the feasibility of “Smart Box” media, and students' responses regarding the feasibility of “Smart Box” media. The results showed that teachers and students gave positive responses to the use of “Smart Box” media. It can be seen in the results of the “Smart Box” product validation assessment from material and media experts who obtained an average presentation of 100% with very good or feasible criteria. Through the interview guidelines for students after using the “Smart Box” media, it can be seen that students give very good responses and responses by obtaining an average percentage of 100%. Based on the results of the study, it can be concluded that the media “Smart Box” “Rules at Home and at School” is effective and feasible to use in helping students to learn.
Efektivitas Model Pembelajaran Teams Games Tournament (TGT) terhadap Hasil Belajar Kognitif Peserta Didik di Kelas IV C SDN Keboansikep 2 pada Materi Penjumlahan dan Pengurangan Bilangan Cacah 1-100 Aisyah, Adinda Siti; Zahrah, Ananda Amanatuz; Nikmah, Ellya Mafazatun; Zahroh, Ulfi Aminatuz; Budiyono
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/gv36s572

Abstract

Mathematics is a fundamental subject that must be learned from elementary school through higher education. However, based on preliminary observations conducted at SDN Keboansikep 2, it was found that many students still struggle to understand the concepts of addition and subtraction of whole numbers 1-11 due to the use of conventional leraning models without variation. This makes students easily bored, which in turn affects their learning outcomes negatively. This study aims to determine the effectiveness of the Teams Games Tournament (TGT) learning model on the cognitive learning outcomes of Grade IV C students at SDN Keboansikep 2 on the topic of addition and subtraction of whole numbers from 1-100. The research employed a quantitative approach using a pre-experimental method with a one-group pretest-posttest design. The data collection technique used a multiple-choice cognitive test consisting of 20 items. Data were analyzed using descriptive statistics and inferential statistics, specifically the paired sample t-test and N-gain analysis. Descriptive statistics analysis showed an average pretest score of 66.54 and a posttest score of 80.19, indicating an increase of 13.654 points. Inferential statistics analysis using the paired sample t-test yielded a Sig. (2-tailed) value of 0.0001 < 0.05, indicating a difference in learning outcomes before and after the implementation of the TGT model. The N-gain results showed an average score of 0.475 (moderate) and a percentage of 47.52% (fairly effective). Based on these findings, it can be concluded that the TGT learning model resulted a difference and is fairly effective in the cognitive learning outcomes of Grade IV C students at SDN Keboansikep 2 on topic of addition and subtraction of whole numbers 1-100. It is recommended that educators consistently implement the TGT learning model in elementary school classrooms.
Pengaruh Model Problem Based Learning Terhadap Hasil Belajar Siswa Pada Pembelajaran Pendidikan Pancasila Kelas IV SD Negeri Glagah Yogyakarta Mali, Maria Anjelica; Pratomo, Wachid; Nugroho, Irfan Adi; Nofrida, Eka Ridha; Megawati, Ida
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/dyx58k52

Abstract

The Effect of Problem Based Learning Model on Student Learning Outcomes in Pancasila Education Learning for Grade IV of Glagah Elementary School, Yogyakarta. This study aims to determine the effect of the Problem Based Learning model on Student Learning Outcomes in Pancasila Education Learning for Grade IV of Glagah Elementary School, Yogyakarta. This study is a type of quantitative research with a quasi-experiment. The sample in this study was 55 grade IV students. Which is divided into two groups, namely 27 students in the experimental class who use the problem based learning model and 28 students for the control class who use the discovery learning model. Data collection techniques consist of observation, tests, documentation. For research instruments  test instrument sheets consisting of pretest and posttest. The validity of the questions hasbeen tested and obtained 20 valid questions and 5 invalid questions. Data analysis techniques are carried out through normality tests, homogeneity tests, hypothesis tests. The results of this study indicate that the Problem Based Learning model applied has been proven to improve student learning outcomes. This can be seen from the increase in the average value of Pre-test and Post-test in the experimental class, which was 12.22 increasing to16.33. The Problem Based Learning model has also proven to be more effective than the previous model that has been applied in the control class. This can be proven by comparing the post-test results of the experimental class and the control class, where the average value of the post-test of the experimental class was 16.22. While the control class was 14.92. Based on the results of the Independent Sample T-test, the significance value of thepost-test was 0.006 <0.05, which means there is a significant difference between the two classes.
Implementasi Trilogi Kepemimpinan dan Nilai Budi Pekerti dalam Pembelajaran Abad ke-21 Safitri, Wahyuni Dwi
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/t14ee914

Abstract

This article examines the importance of building character education for students in elementary schools in the 21st century through Tamansiswa teachings in the form of the Leadership Trilogy and moral values. In the midst of the increasingly rapid flow of globalization and technological developments, education is not only required to develop intellectual intelligence, but education is also required to form a good personality in accordance with moral values. The concept of character education according to Ki Hadjar Dewantara is rooted in humanitarian values, emphasizing the formation of individuals who are able to think critically, independently, and have social awareness. The implementation of the Leadership Trilogy which reads Ing Ngarsa Sung Tuladha (in front giving examples and role models), Ing Madya Mangun Karsa (in the middle building enthusiasm), Tut Wuri Handayani (in the back giving motivation or encouragement). Provides guidance for teachers in creating a conducive learning atmosphere and motivating students. The application of moral values which include: responsibility, discipline and honesty, compassion and tolerance, simplicity, independence, and mutual cooperation, is carried out through classroom learning activities and real examples from teachers. Despite challenges in its implementation, such as lack of understanding from educators and environmental support, the Leadership Trilogy is considered relevant in preparing students to have 21st century skills (critical thinking, communication, collaboration, and creativity) in facing future challenges.

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