cover
Contact Name
Sendi Ramdhani
Contact Email
sendi@ecampus.ut.ac.id
Phone
+6221-7490941
Journal Mail Official
jciee@ecampus.ut.ac.id
Editorial Address
UNIVERSITAS TERBUKA, Gedung LPPM Jalan Pondok Cabe Raya, Pondok Cabe, Pamulang, Tangerang Selatan, Banten, 15437, Indonesia
Location
Kota tangerang selatan,
Banten
INDONESIA
Journal of Contemporary Issues in Elementary Education
Published by Universitas Terbuka
ISSN : 3025891X     EISSN : 30254302     DOI : https://doi.org/10.33830/jciee.v1i2.6181
Core Subject : Education,
Journal of Contemporary Issues in Elementary Education (E-ISSN: 3025-4302, P-ISSN: 3025-891X) is a scientific periodical published twice a year (January-June, July-December) that publishes research results on elementary education. This journal aims to develop concepts, perspectives, paradigms, and methodologies within the scope of primary education and teacher education, including teaching and learning, curriculum, leadership and management, psychology, and teacher education. This journal has been published by the Institute for Research and Community Service, Universitas Terbuka (UT) Indonesia.
Arjuna Subject : Umum - Umum
Articles 36 Documents
Penggunaan Wordwall Untuk Meningkatkan Motivasi Belajar Pada Mata Pelajaran IPA di Sekolah Dasar: Literature Review Syahyadi, Deni; Dwi Fajariyanto, Septian; Rifqy Ash-Shiddiqy, Ahmad
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 1 (2024): Juni 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i1.8207

Abstract

This article discusses the use of the technology-based learning platform Wordwall in the context of the Natural Science (IPA) subject at the elementary school level. Natural Science plays a crucial role in shaping students' understanding of natural phenomena and scientific processes, but student motivation in this subject is often a challenge. Wordwall has proven effective in increasing student participation, building conceptual understanding, and enhancing learning motivation. This literature review article analyzes several studies related to the use of Wordwall in the context of IPA in elementary schools, highlighting the positive impact of Wordwall on student learning motivation. The research employs a literature review method and evaluates three articles that focus on the use of Wordwall in IPA education in elementary schools. The results of the research indicate that the use of Wordwall effectively enhances student learning motivation, especially during the COVID-19 pandemic. This medium helps boost students' interest in learning and enables an engaging learning experience. In conclusion, the utilization of Wordwall in elementary education has the potential to improve student learning motivation, and educational innovations should be considered to ensure sustainable learning quality.
Peningkatan Hasil Belajar Matematika Kelas III Materi Operasi Pecahan Melalui Metode Learning by Game dengan Media Gambar Pecahan Martha Bela, Rizky Tri; Sudarmani
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i2.9227

Abstract

This research aims to improve mathematics learning outcomes regarding fraction operations through the Learning by Game method with fraction pictures for class III students at SDN 1 Petir. This research was carried out in two cycles, each cycle held 2 meetings. Each cycle consists of 4 stages, namely planning, implementation, observation and reflection. This type of research uses classroom action research (PTK). The method used in this research is a descriptive qualitative approach method which was carried out on 20 class III students. Data collection techniques use tests and observations. The research results have increased with the Learning by game method using fractional image media. In cycle I and cycle II there was an increase in learning outcomes from 55% in the first cycle to 90% in the second cycle. The results of this research can be concluded that the application of the learning by game learning model using fraction image media has proven to be able to improve mathematics learning outcomes regarding fraction operations in class III students at SD Negeri 1 Petir in 2024.
Analisis Implementasi Nilai Pendidikan Multikultural dalam Pembelajaran PPKN Kelas V Sekolah Dasar Putri, Rossa Selfi Yuliana Putri; Kinanti, Anindyah Lyra Syashi; Fahmudita, Afika; Kharisma, Ahmad Ipmawan
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i2.9451

Abstract

Multicultural education is important to prepare students to deal with diversity in society. This research aims to find out the implementation of the value of multicultural education in PPKN learning in Class V. The research method used is qualitative with a descriptive approach. The research subjects were elementary school students of SD Negeri 4 Made Lamongan class V. Data collection techniques include observation, interviews, and document analysis. Data analysis was conducted through data collection, data reduction, data presentation, and conclusion drawing. Data validity was tested using triangulation. The results of the study include the school profile and respondents, implementation of multicultural values, implementation methods, student responses, and challenges faced. The main findings show that the values of respect for individual differences and religious tolerance are most frequently implemented. This study concludes that the implementation of multicultural values in Civics learning in elementary schools can be done effectively, even in a relatively homogeneous context. This result implies the need for curriculum development and learning methods that support multicultural education in various school contexts.
IMPLEMENTASI MANAJEMEN BERBASIS SEKOLAH DI SDN 1 SINDUE TOBATA RIFALDI, Rifaldi; Yusdin Bin M. Gagaramusu
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i2.9558

Abstract

Manajemen Berbasis Sekolah Secara bahasa berasal dari tiga kata, yaitu manajemen, berbasis, dan sekolah. Manajemen adalah proses menggunakan sumber daya secara efektif untuk mencapai sasaran. Berbasis memiliki kata dasar basis yang berarti dasar atau asas. Sekolah adalah lembaga untuk belajar dan mengajar serta tempat untuk menerima dan memberikan pelajaran. Penelitian ini menggunakan metode deskriptif dengan pendekatan kualitatif. Teknik pengumpulan data yang digunakan observasi, wawancara, dan Dokumentasi. Teknik analisis data dilakukan dengan reduksi data, penyajian data, dan verifikasi data. Hasil penelitian ini menunjukan bahwa Kemandirian sekolah dalam memenuhi ketersediaan tenaga pendidik dan kependidikan sudah tercukupi, dan kemandirian sekolah dalam memenuhi ketersediaan sarana dan prasarana sudah tercukupi dan memadai, kemitraan/kerjasama sekolah sudah baik, hal ini dilihat hubungan internal sekolah sudah terjalin dengan baik melalui raker, brifieng dan MGMP. Implementasi manajemen berbasis sekolah di SDN 1 sudah sesuai dengan tahap-tahap kegiatan yaitu: Kemandirian sekolah dalam memenuhi ketersediaan tenaga pendidik dan kependidikan sudah tercukupi, dan kemandirian sekolah dalam memenuhi ketersediaan sarana dan prasarana sudah tercukupi dan memadai, kemitraan/kerjasama sekolah sudah baik.
MONOPOLY GAME TO IMPROVE STUDENTS’ LEARNING OUTCOMES Dellarosa, Maretha; Nafisah, Durrotun
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i2.9766

Abstract

Based on preliminary research, results demonstrated that the learning process in the fifth grade still uses conventional teaching methods without using interactive learning media. This research aims to develop Monopoly Game learning media on biodiversity topics by using Research and Development (R&D), ADDIE model. This model consists of five stages: analyzing, designing, developing, implementing, and assessing. The subjects of the current research were fifth graders at a public elementary school in East Java province, Indonesia. Data collections included media and learning device validation sheets, observation during learning activities, and students’ test results. The data obtained was analyzed by using Likert Scale, especially on validation data and test results to determine the evaluation of the result of media use. From the validation expert, the result shows that the Monopoly game received 81.82% and 80.77% which was included in the very feasible category. Based on the results of students’ learning outcomes, it is proven that the influence of Monopoly media significantly improved the students’ learning outcomes, by 40.09% compared to conventional teaching which was only able to increase their grade by 31.02%. The results emphasize that monopoly learning media improves students' learning outcomes.
Pengembangan Buku Cerita pada Materi Operasi Hitung Penjumlahan dan Pengurangan Bilangan Cacah Siswa Kelas II SD Negeri Gandok Yogyakarta Inggrittina Bunga, Orolaleng; Trisniawati; Nelly, Rhosyida; Widodo, Sri Adi
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i2.9783

Abstract

This study aims to develop storybooks on grade II mathematics material, describe the validity of the products resulting from the development of storybooks, and describe the practicality of the products produced. This research method is research and development (reseach and development). Researchers use R&D procedures according to ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Data collection techniques were carried out through observation, interviews, and questionnaires. The subjects of this study were second grade students of Gandok State Elementary School. The data analysis technique used was data collection through questionnaires. The result of the research is a development product in the form of storybooks on mathematics learning materials for addition and subtraction of numerical numbers in grade II. On valid criteria, the results of the material expert validation obtained a percentage of 85%, while for the construction expert obtained a percentage of 97%. This the storybook developed is on very valid criteria. On practical criteria, both class teacher and learner responses get a percentage result of 100% or are on very practical criteria. From the responses of teachers and students, it can be stated that the storybooks developed get very practical criteria. Based on this, the storybook developed can be declared valid and practical. This storybook is expected to be an additional book in the process of learning grade II mathematics and increasing students' understanding of addition and subtraction counting operation.
Project Based Learning sebagai Model Pembelajaran yang Efektif untuk Meningkatkan Creative Thinking Siswa Sekolah Dasar Yusron Abda'u Ansya; Tania Salsabilla
Journal of Contemporary Issue in Elementary Education Vol. 2 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v2i2.10069

Abstract

Penelitian ini bertujuan menganalisis dan mendeskripsikan efektivitas Model Project Based Learning dalam meningkatkan kemampuan berpikir kreatif siswa sekolah dasar. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi pustaka dengan melibatkan analisis literatur seperti buku, jurnal ilmiah, dan dokumen akademis. Data dikumpulkan dari berbagai sumber pustaka relevan dan dianalisis secara deskriptif untuk menilai dampak Project Based Learning terhadap kreativitas siswa. Hasil penelitian menunjukkan bahwa Project Based Learning efektif meningkatkan kreativitas siswa dengan mendorong keterlibatan mereka dalam proyek nyata yang membutuhkan solusi inovatif. Siswa terdorong mengembangkan ide-ide baru, berpikir divergen, dan memecahkan masalah kreatif. Project Based Learning tidak hanya memperdalam pemahaman materi, tetapi juga memperkuat keterampilan berpikir kreatif, membangun kepercayaan diri, dan mempersiapkan siswa menghadapi tantangan dunia nyata.
Teaching Coding Using Scratch to Elementary Students: Exploration of Benefits for Students Nur Fitria, Tira
Journal of Contemporary Issue in Elementary Education Vol. 3 No. 1 (2025): Juni 2025
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v3i1.10719

Abstract

In the ever-evolving digital era, knowledge and skills in informatics are becoming more crucial. To equip the younger generation for future challenges, education should integrate technology into its curriculum such as coding programs to foster students' interests and talents in programming and technology. This research describes how coding is taught at the elementary school level and the benefits obtained from implementing coding based on existing research. This research is library research. Currently, many elementary schools in Indonesian Elementary schools are starting to teach coding as a lesson in the official curriculum and as an extracurricular activity. As technology advances and the importance of digital skills in the 21st century, many schools may realize that teaching coding early can help students develop computational thinking, creativity, and problem-solving skills that are important for their future. The finding shows the use of coding especially Stracth in elementary students. Scratch has become a popular tool in teaching programming to children at the elementary school level. Scratch is a visual programming tool designed to introduce programming concepts, especially to children, to train computational thinking in beginners. Scratch allows students to learn programming without having to master complex programming languages. Using Scratch in learning coding has been proven to provide many benefits for students. Scratch helps improve computational thinking skills, programming understanding, and creativity. Scratch also helps students practice problem-solving strategies, accuracy, and critical thinking. In addition, students can create animations and games after taking part in the training, with the support of the important surrounding environment. Scratch supports interactive and fun learning, makes it easier to understand programming logic, and improves basic programming competencies. Overall, Scratch is effective in developing students' technology skills in an engaging and easy-to-understand way.
Implementasi FWEG (Fun Wordwall Energi Game) Sebagai Media Pembelajaran Interaktif Dalam Meningkatkan Literasi Sains Aisya Rahma Fadhilla; Fadia Rusydiyanti
Journal of Contemporary Issue in Elementary Education Vol. 3 No. 1 (2025): Juni 2025
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v3i1.12106

Abstract

This study aims to describe the implementation of FWEG (Fun Wordwall Energy Game) as an interactive learning medium in improving the science literacy of elementary school students. FWEG is a word-based media designed to help students understand the concept of energy in a fun and meaningful way. This study uses a qualitative approach with a descriptive method. The subjects of the study were grade V students in one of the public elementary schools, with data collection through observation, interviews, and documentation. The results of the study show that the application of FWEG is able to increase students' active involvement in learning, facilitate the understanding of energy concepts, and encourage students to think critically and communicatively. In addition, students showed high enthusiasm in following the learning process using FWEG, which had a positive impact on improving their science literacy. Thus, FWEG can be an effective alternative learning media to support the development of students' science literacy at the elementary school level.
Penerapan Wordwall sebagai Strategi Inovatif untuk Meningkatkan Motivasi Belajar Tematik Siswa Kelas IV SD Isnanda, Hafiski Luthfinuddin; Suryadi
Journal of Contemporary Issue in Elementary Education Vol. 3 No. 1 (2025): Juni 2025
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jciee.v3i1.12147

Abstract

Permasalahan rendahnya motivasi belajar siswa sekolah dasar masih menjadi tantangan signifikan dalam dunia pendidikan, khususnya dalam pembelajaran tematik. Penelitian ini bertujuan untuk mengkaji efektivitas penggunaan Wordwall sebagai media pembelajaran digital interaktif dalam meningkatkan motivasi belajar tematik siswa kelas IV sekolah dasar. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) yang dilakukan dalam dua siklus dan melibatkan 28 siswa kelas IV SD Negeri 2 Slamet sebagai subjek penelitian. Pengumpulan data dilakukan melalui observasi, angket motivasi berdasarkan indikator ARCS (Attention, Relevance, Confidence, Satisfaction), dan dokumentasi. Hasil penelitian menunjukkan peningkatan signifikan dalam indikator motivasi belajar siswa, baik dari segi perhatian, keterlibatan aktif, maupun rasa percaya diri dan kepuasan terhadap proses belajar. Peningkatan skor angket dari 68,5 pada siklus I menjadi 82,3 pada siklus II menunjukkan efektivitas strategi ini. Dengan demikian, Wordwall dapat direkomendasikan sebagai media pembelajaran inovatif yang mampu menciptakan pembelajaran yang interaktif, menyenangkan, dan bermakna bagi siswa sekolah dasar.

Page 3 of 4 | Total Record : 36