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INDONESIA
Edukasi Elita : Jurnal Inovasi Pendidikan
ISSN : 30465516     EISSN : 3046465X     DOI : 10.62383
Core Subject : Education,
Edukasi Elita : Jurnal Inovasi Pendidikan adalah jurnal yang ditujukan untuk publikasi artikel ilmiah yang diterbitkan oleh Lembaga Pengembangan Kinerja Dosen, Lembaga Penelitian dan Pengabdian Masyarakat Lembaga Pengembangan Kinerja Dosen. Jurnal ini adalah Jurnal Inovasi Pendidikan yang bersifat peer-review dan terbuka. Bidang kajian dalam jurnal ini termasuk sub rumpun Ilmu Inovasi Pendidikan. Edukasi Elita : Jurnal Inovasi Pendidikan menerima artikel dalam bahasa Inggris dan bahasa Indonesia dan diterbitkan 4 kali setahun: Januari, April, Juli dan Oktober.
Articles 276 Documents
Peran Layanan Bimbingan dan Konseling dalam Mengatasi Permasalahan Peserta Didik di SMA Berdasarkan Tinjauan Literatur Rafeylah Areefa Elya; Risma Anita Puriani
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 2 (2026): April: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i2.3011

Abstract

Adolescence is a transitional period marked by rapid biological, psychological, and social changes, which often lead to various problems for individuals, particularly at the high school level. This study aims to analyze the role of guidance and counseling services in addressing these issues using a literature review approach. The method employed is a systematic literature review of relevant scientific publications from 2020 to 2026. The data collection process was carried out through the search, selection, and evaluation of literature related to student issues and guidance and counseling services in schools. The research findings indicate that students face various challenges, such as difficulties in learning, low academic ability, academic stress and anxiety, as well as social-emotional issues influenced by internal and external factors. Guidance and counseling services play a role in supporting students to self-reflect, overcome problems, and optimize their potential through preventive, curative, and developmental approaches. The success of these services is also supported by the role of counselors, collaboration with other teachers, and parental participation. However, in practice, there are still a number of obstacles, such as limited human resources, a lack of coordination, and an incomplete understanding of the functions of these services. Therefore, efforts are needed to improve implementation and cooperation so that guidance and counseling services can operate more efficiently.
Pemanfaatan Media Puzzle Sogam dalam Meningkatkan Kemampuan Menghitung Penjumlahan dan Pengurangan di Sekolah Dasar Imelda Ayuningtyas; Chilsa Niken Saharnaya; Zaenal Abidin; Dian Mustika Anggraini
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3102

Abstract

The purpose of this study is to determine how the use of SOGAM puzzle media in mathematics can improve students' basic counting skills at the elementary school level, especially for addition and subtraction materials in grade 1. This study adopted a descriptive qualitative approach involving 27 grade 1 students of MI NU Hidayatul Mustafidin as research subjects. Data collection was carried out through observation and documentation during learning activities. The research findings showed that students appeared inactive in the learning process and faced difficulties in understanding the concept of addition and subtraction before the introduction of SOGAM puzzle media in mathematics. After the implementation of SOGAM puzzle media in mathematics, students' counting skills improved, as shown by increased accuracy in answering questions, speed in calculating, and better understanding of concepts. In addition, students became more active, enthusiastic, and motivated during learning. SOGAM puzzle media in mathematics can create a fun and interactive learning environment by incorporating game elements in the learning process. Thus, the use of SOGAM puzzle media in mathematics is proven to be effective in improving students' basic counting skills in addition and subtraction materials in elementary schools.
Penerapan Eksperimen Sederhana untuk Meminimalkan Miskonsepsi IPA pada Materi Perubahan Wujud Benda Theresia Indah; Wahyu Kurniawati
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3116

Abstract

This study aims to describe the nature of students’ misconceptions regarding the change of matter’s state and to determine the effectiveness of simple experiments in minimizing science misconceptions in elementary schools. The study employed a qualitative descriptive approach and was conducted in May 2026 at Timuran Elementary School. The research subjects consisted of 27 fifth-grade students, while 15 students were selected as interview samples to obtain more in-depth data. Data collection techniques were carried out through tests, observations, interviews, and documentation. Data analysis was performed inductively through the stages of data reduction, data presentation, drawing conclusions, and verification. The results of the study indicate that the highest rate of misconceptions occurred regarding the concept of crystallization at 47%, followed by evaporation at 40%, sublimation at 33%, and melting and condensation at 27%. Factors contributing to these misconceptions include students’ low prior understanding, teacher-centered instruction, a lack of practical activities, and difficulty understanding scientific terminology. The implementation of simple experiments helps students understand the concept of changes in the state of matter more concretely through direct observation, making students more active, interested, and able to connect science concepts to daily life. Thus, simple experiments can help minimize misconceptions in science learning in elementary school.
Analisis Kebutuhan Media Pembelajaran Berbasis Augmented Reality pada Materi Sistem Pencernaan Manusia Kelas V SD Fitria Zahrotun Nabila; Sumadi Sumadi; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3225

Abstract

This study aims to analyze the need for Augmented Reality (AR)-based learning media for the human digestive system in fifth-grade elementary school. Motivated by the limitations and inability of conventional learning media to visualize abstract concepts, this study uses a qualitative descriptive method through observation, teacher interviews, and student questionnaires. Data analysis is used to identify learning conditions, existing media, and teacher-student needs for interactive learning tools. The results of the study indicate that science learning is still dominated by books, two-dimensional images, and lecture methods, so that students have difficulty understanding abstract concepts. Therefore, it is concluded that AR-based learning media for the human digestive system is needed to present the material more concretely, so that the learning process becomes more active and interactive for fifth-grade elementary school students. This media is expected to be able to increase learning interest, conceptual understanding, and student engagement during the learning process. In addition, the results of the study can be a reference for teachers in developing learning innovations that utilize digital technology according to the characteristics and needs of students in elementary schools.
Validitas Media Pembelajaran Interaktif JAWARA (Jelajah Warisan Budaya) berbasis Articulate Storyline Untuk Siswa Kelas V Sekolah Dasar Alfiyatun Nikmah; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3231

Abstract

Cultural heritage is a national treasure that needs to be taught to elementary school students as an effort to instill a love for the nation's culture from an early age. However, learning about cultural heritage often lacks active student engagement, necessitating innovative, engaging, and enjoyable learning media. This study aims to determine the validity of the interactive learning media JAWARA (Jelajah Warisan Budaya) based on Articulate Storyline in social studies (IPS) learning on cultural heritage in fifth-grade elementary schools. The study used the ADDIE development model, which includes analysis, design, development, implementation, and evaluation stages; however, this study was limited to the development stage. Validity data were obtained through assessments by material experts, linguists, and media experts using a validation sheet. The results showed that the media received a validity score of 90% from the material experts, 90% from the linguists, and 95% from the media experts, categorizing it as highly valid. The overall average validity reached 91.67%. Based on these results, the JAWARA media based on Articulate Storyline is declared highly valid and suitable for use as a social studies learning medium on cultural heritage to support a more engaging and meaningful learning process in elementary schools.
Validitas Media Mobile Learning Ensiklopedia Alat Musik Tradisional dalam Penguatan Literasi Budaya Siswa Sekolah Dasar Saskia Handayani Aristya Regina Putri; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3250

Abstract

Traditional musical instruments are a national heritage that needs to be taught to elementary school students. However, the low cultural literacy regarding traditional musical instruments among fourth-grade students at UPT SD Negeri Dikir is caused by the use of science and social studies (IPAS) learning media that remain static and conventional, making it difficult for students to recognize the identity and sound characteristics of regional music. This study aims to determine the validity of mobile learning media in the form of a traditional musical instrument encyclopedia for fourth-grade IPAS learning on the topic of traditional musical instruments. This research utilized the ADDIE model, which includes analysis, design, development, implementation, and evaluation; however, the study was limited to the development stage. Media validity was obtained through assessments by material experts, language experts, and media experts using validation sheets. The results showed that the material expert assessment scored 89.5%, the language expert scored 85%, and the media expert scored 75%, all falling into the highly valid category. The overall average score reached 84%, indicating that the mobile learning media in the form of a traditional musical instrument encyclopedia is declared highly valid and feasible for use in the learning process of elementary school IPAS, specifically for traditional musical instruments material.
Analisis Kebutuhan Media Pembelajaran Warisan Budaya Berbasis PowerPoint Interaktif (WARPOINT) pada Pembelajaran IPAS Kelas V Sekolah Dasar Henni Anggraeni Novitasari; Saeful Mizan; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3254

Abstract

The availability of teaching media and the existence of learning resources are crucial determinants in supporting the success of the educational process. The implementation of this research is oriented to analyzing the need for interactive PowerPoint based learning devices on the topic of  cultural heritage material to support the learning process. Participation involved in this study consisted of the teacher and 31 fifth grade elementary school students. Date were collected through observation and in depth interviews with related respondents. The research approach implemented in this study adopts qualitative descriptive. Based on the data analysis, it was found that the use of learning media is still limited and not fully interactive. Learning is also still dominated by lecture methods and relies on books as the main guide and reference. The limitations of this phenomenon have implications for students who lack focus, quickly feel bored, and experience difficulties in understanding cultural heritage material. Based on the results of the needs analysis, interactive PowerPoint based learning media can be a solution in learning cultural heritage material to be more interactive, interesting, train students’ critical thingking skills, and help achieve learning objectives optimally.
Penggunaan Scratch dalam Pengembangan Media Pembelajaran Aljabar pada Siswa Kelas VII SMP Negeri 50 Jakarta Carmela Grace Alesandra Mone
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3256

Abstract

A preliminary study of 54 seventh-grade students at SMP Negeri 50 in Jakarta found that the lack of interactive media in mathematics instruction made it difficult for students to understand abstract concepts such as algebra. The purpose of this study was to develop a Scratch-based algebra learning tool and to evaluate its practicality and validity. Needs analysis, design, product development, expert validation, and practicality testing were part of a quantitative approach using a research and development methodology (Research and Development Level 2). While subject matter experts, language experts, and media experts conducted the validation, students in 7th Grade Class A and 7th Grade Class E took the practical test. The results showed that the average validity score was 4.10, falling within the “valid” category, and the average practicality score was 3.81, falling within the “practical” category. The results indicate that block-based learning platforms such as Scratch are suitable for supporting algebra instruction in 7th grade. This conclusion suggests that block-based visual programming platforms like Scratch can serve as an effective alternative to help students understand abstract mathematical concepts and support the adoption of technology in 21st-century education.
Pemanfaatan Plaform Canva sebagai Media Pembelajaran Interaktif terhadap Peningkatan Kreativitas Digital Ahla Syafana; Cahya Ranis Sholihatun Fitrah
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3265

Abstract

Learning activities based on conventional printed media lacking attractive visual elements tend to cause student boredom and hinder their progress in digital technology. Departing from this issue, the purpose of this study, titled "Pemanfaatan Platform Canva Sebagai Media Pembelajaran Interaktif Terhadap Peningkatan Kreativitas Digital", is to evaluate how effectively Canva serves as an interactive learning tool. It is expected that the learning process will enhance students' visual communication skills and provide educators with tangible workload efficiency in compiling learning materials. In this study, a literature review was used to collect and synthesize credible secondary data from various scientific articles published over the last five years. Data analysis was conducted using a thorough content analysis. The analysis results indicate that the utilization of Canva enables a dynamic, concrete classroom atmosphere that captures students' attention. The availability of ready-to-use templates significantly helps teachers save time and energy when designing interactive media. Although its implementation faces infrastructure challenges and limited digital competence, utilizing the free features of Canva for Education, Bring Your Own Device (BYOD) policies, and project-based learning are tactical ways to overcome these problems. According to this study, Canva is a practical solution for building digital skills in the 21st century.
Analisis Kebutuhan E-Flipbook Keragaman Budaya Indonesia untuk Meningkatkan Hasil Belajar Siswa Kelas III Sekolah Dasar Afifah Febrianti; Saeful Mizan; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3269

Abstract

This study aims to identify the need for developing an E-Flipbook learning medium for Indonesian Cultural Diversity material in third-grade elementary school. The research was conducted because classroom instruction still relies on conventional learning media, resulting in less-than-optimal student learning outcomes. A descriptive study employing both qualitative and quantitative approaches was carried out. Data were collected through classroom observations, teacher interviews, student needs-analysis questionnaires, and pre-tests involving 22 third-grade students at UPT SD Negeri Gedongombo 1 Tuban. The findings indicate that classroom instruction remains dominated by lecture-based teaching supported mainly by printed learning materials. Teachers expressed the need for audio-visual digital learning media to improve instructional effectiveness. Questionnaire results revealed that students' demand for E-Flipbook media reached 84.5%, while the overall needs-analysis score was 76.45%, categorized as good. In addition, the average pre-test score was only 49.64, with only three students (13.6%) achieving the minimum mastery criterion (KKTP ≥75). These findings demonstrate that developing an E-Flipbook learning medium is necessary to improve students' learning outcomes on Indonesian Cultural Diversity material.