cover
Contact Name
DEVI AFRIYUNI YONANDA
Contact Email
deviyonanda1990@gmail.com
Phone
+6281329214893
Journal Mail Official
deviyonanda1990@gmail.com
Editorial Address
BLOK TENGAH RT 02 RW 01 DESA/KECAMATAN. KRANGKENG KABUPATEN INDRAMAYU 45284
Location
Kab. majalengka,
Jawa barat
INDONESIA
Jurnal Elementaria Edukasia
Published by Universitas Majalengka
ISSN : 26154625     EISSN : 26550857     DOI : https://doi.org/10.31949/jee
Core Subject : Education,
Jurnal of Elementaria Edukasia (JEE), mainly focuses on major issues in Teaching in Elementary School, Assessment in Elementary School, Learning Media in Elementary School, Development subject of Elementary School, and Management of Elementary School. This Journal received All topics about the results of studies and research of lecturers, students, teachers, practitioners and scientists in the field of elementary education. For the research category, articles can be written using quantitative and qualitative approaches and can be made in a variety of research designs, such as action research, experiments, and case studies. JEE welcomes original empirical investigations. The papers may represent a variety of theoretical perspectives and different methodological approaches. The major criteria in the review and the selection process concern the significance of the contribution to the area of elementary education.
Articles 68 Documents
Search results for , issue "Vol. 6 No. 4 (2023): Desember" : 68 Documents clear
Pengaruh Game Online Terhadap Perilaku Prokrastinasi Siswa Kelas 5 Sekolah Dasar Negeri Cemoro almuntaqo zainuddin; Novialdi Firmansyah Cahya Baskara
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7627

Abstract

This study tried to identify the influence of online games on the procrastination behavior of grade 5 elementary school children of SD Negeri Cemoro. The research method utilizes quantitative methods, the sampling technique used in the study is total sampling, for a sample of 51 respondents. The data obtained is then processed using the SPSS 24 program, with descriptive quantitative analysis techniques to obtain or provide an explanation of the actual situation and respond to questions about the state of the research topic. The results of this study indicate a significant influence between playing online games and procrastination behavior of grade 5 children in Cemoro State Elementary School, it was concluded that online games contribute to procrastination behavior towards grade 5 children in Cemoro State Elementary School along with the findings of the chi-square test found a p-value of < 0.05. Students who rarely play online games who very often behave proktasination does not exist, students who rarely play online games who often behave proktasination as much as 22% and students who do not behave proktasination as much as 78%. Students who played online games who had no procitation behavior as much as 2%, students who played games who sometimes behaved proxtasination often as much as 62% and students who played games who very often behaved proxtasination as much as 36%.
Pembelajaran IPAS Berbasis Potensi Lokal Pisang Untuk Meningkatkan Ecoliteracy Siswa Kelas 4 SD Eko Setiyawan Dwipranoto; Sudarti; Rusdhianti Wuryaningrum
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7715

Abstract

Education is expected to not only assess cognitive aspects but can develop students' character who cares about the environment in the era of globalization and increasingly advanced technology. Technological advances have an impact on reducing concern for the environment, this is what encourages learning to use the potential of the school environment to help encourage environmental awareness by increasing students' ecoliteracy insight at SD Negeri Kaliwungu 03, especially grade 4 through science subjects. This research was conducted at SD Negeri Kaliwungu 03 using the pre-experimental design method. The resulting data was analyzed using Paired Sample t-Test. The results for 11 indicators in 3 aspects from 10 respondents showed that the average value of the observation results increased from 19.90 to 28.50 with a significance value in the Paired Sample t-Test test which obtained a result of 0.000 and this value was <0.05. Based on the research that has been carried out, it can be concluded that there has been an increase in students' understanding of ecoliteracy after visiting banana processing places around the school. In this way, learning science and technology using the local potential of bananas can be said to provide an increase in the ecoliteracy of students at SD Negeri Kaliwungu 03.
Imajinasi Kreatif Dalam Kemampuan Berpikir Anak Sekolah Dasar, Penting Kah? Mia Zultrianti; Nana Supriatna; Disman disman; Agus Gunawan; Santi Hendayani
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7749

Abstract

Creative thinking and critical thinking are one of the thinking skills that are often studied and developed to optimize thinking abilities. The initial basis of initial abilities is imagination. However, many people interpret the meaning of imagination as an unscientific fantasy. Using the literature review method, it was found that there is an ability that every human being has, including elementary school children, namely imagination. Creative imagination as a whole can be interpreted as an attempt to prove something about a person by taking several forms of existing goals, not only for the creator himself but also for other people. (RIBOT, 1906). We detail this effort to prove as a series of thought processes at the stages of having new ideas, flexibility, authenticity, expressing opinions, evaluating arguments, new ideas and making conclusions. This process combines critical thinking and creative thinking skills with rearranging indicators as needed. Humans cannot only use creative thinking skills or critical skills, everything goes hand in hand to create ideas and conclusions.
Peran Media Digital dalam Bingkai Etnopedagogik sebagai Upaya Optimalisasi Pencapaian Kualitas Pendidikan Anak Usia Dini Masa Depan Gilar Gandana; Nuraly Masum Aprily; Aini Loita; Rifki Ahmad Fauzi; Chusna Arifah; Risa Arosyidah
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7778

Abstract

The digitalization program for early childhood education media in the era of the industrial revolution 4.0 is an opportunity as well as a challenge for educational inventors in the world. This opportunity can be used as an exploratory land for the development of science for educational media inventors. On the other hand, the challenges are related to the clash of value systems and consistency in strengthening the integration of the conservation function system with the educational innovation function. In this context, challenge does not mean weakness, but for scholars it is a form of motivational strength for the practical development of knowledge to be used as material for increasing self-capacity as a true scientist. Thus, the opportunities and challenges that arise in this study become a source of energy to overcome anxiety about the future of education. With regard to ethno-pedagogy which is the contextual realization of human imagination in terms of human values ​​and norms, it has a very important role in presenting every digital product that is created. So that the process of integrating conservation values ​​with educational innovation values ​​can show logical consequences for achieving the expected quality of early childhood education in the future.
Kontribusi Media Powerpoint Interaktif dan Model Problem Based Learning terhadap Hasil Belajar IPAS SDN 2 Kalanglundo Nadhia Pristy; Sukartono
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7790

Abstract

The learning outcomes of grade IV students have not shown the expected results. This is because learning tends to be teacher-centred. This study aims to determine the learning outcomes of grade IV students of SDN 2 Kalanglundo Grobogan through  Interactive Powerpoint media and Problem Based Learning learning models. This type of research is quantitative, with an ex-post facto design. The population of this study was all grade IV students of SDN 2 Kalanglundo, Ngaringan sub-district, totaling 40 students. The sample of this study amounted to 36 students using the Probability Sampling technique. The data collection method is carried out by questionnaire and documentation methods. The result data that have been obtained are analyzed using normality tests, simple linear regression, multiple linear regression, t-test, f-test, coefficient of determination, effective contribution, and relative contribution. The results of the study showed 1) Interactive Powerpoint learning media had a significant effect on learning outcomes, with tcount = 3.598 > ttable = 2.02. 2) The Problem Based Learning learning model  has a significant effect on learning outcomes, with the results of the t test, showing that the value if tcalculate = 3.519 > ttable = 2.10. 3) There is a joint influence between Powerpoint  learning media Interactive and Problem Based Learning learning model  on learning outcomes, with the results of Fcalculate = 10.014 > Ftable = 3.19.
Kemampuan Pemecahan Masalah Dalam Menyelesaikan Soal Volume Kubus Yeni Dwi Kurino; Tatang Herman; Turmudi; Wahyudin; Ani Rosidah; Dudu Suhandi Saputra
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7825

Abstract

Problem solving ability is an ability that every student should be able to master so that the learning process runs smoothly. In problem solving, students are expected to have the ability to understand concepts, solve problems and be able to relate concepts to each other. The ability to understand problems must be related to students' daily lives, so that students can easily and longer remember the material given by the teacher. The aim of this research is to analyze the problem solving abilities faced by each student in solving volume cube problems. This type of research is qualitative research with qualitative descriptive methods. Subject selection was carried out using the Purposive Sampling method and 6 students were obtained as research subjects. Data collection was carried out using test and non-test methods, for the test students were given questions in the form of cube volume questions and for the non-test interviews and observations were carried out. Based on the research results, it shows that students who have high problem solving abilities almost master all indicators of problem solving abilities because there is only 1 indicator that students lack mastery, namely the indicator of solving problems with a plan. Students who fall into the category of moderate problem solving ability are able to understand problems and formulate plans but are still considered lacking in problem solving ability because there are several indicators that one of the students lacks control over, namely understanding problems and solving problems with a plan. Students who fall into the low problem solving ability category are considered to be lacking in problem solving ability because they lack mastery of each indicator, namely understanding problems, preparing plans, implementing plans, and looking back.
Pengembangan E-LKPD Berbasis Problem Based Learning Menggunakan Aplikasi Book Creator di Kelas III Sekolah Dasar Latifah Hanum; Risda Amini
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7963

Abstract

interest and attention in learning. This purpose of this research is to determine the validity and practicality of develop E-LKPD using the Book Creator application based on Problem Based Learning in integrated thematic learning in class III elementary schools. This research is Research and Development (R&D) with ADDIE model (analysis, design, development, implementation, evaluation). The results of this research obtained from the results of validity and practicality tests. Validity test results obtained from material, media and language expert validators. The validity test results obtained results in the very valid category with a validity percentage of 96,15% from material experts, 98,48% from media experts, and 96,66% from language experts. Practicality test results obtained from teacher and student response questionnaires. The results of the practicality test at the trial school obtained results in the very practical category with a practicality percentage of 90,63% from the teacher response questionnaire and 90,16% from the student response questionnaire. The implementation school obtained results in the very practical category with a practicality percentage of 93,75% from the teacher response questionnaire and 92,97% from the student response questionnaire.
Systematic Literature Review (SLR): Development of Online Market Corner Learning Media for Fifth Grade Elementary School Students Latifah, Nurul; Waspodo Tjipto Subroto; Budi Purwoko
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7553

Abstract

The aim of this research is to describe the use of Canva to design advertisements that will be marketed via social media in a learning context. The method used in this research uses a qualitative approach with a Systematic Literature Review (SLR) review, with five steps used from the seven existing steps, namely (1) Asking research questions; (2) Finding studies; (3) Critical evaluation of the study; (4) Data collection; and (5) Data analysis and reporting. Based on the study that the researchers have conducted, it is concluded that the use of Canva has a very important role for its users, so that Canva will be ideally needed as an alternative learning media for students so that they have sufficient creativity in designing advertisements that will be promoted via social media in science learning context.