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Contact Name
DEVI AFRIYUNI YONANDA
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deviyonanda1990@gmail.com
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+6281329214893
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deviyonanda1990@gmail.com
Editorial Address
BLOK TENGAH RT 02 RW 01 DESA/KECAMATAN. KRANGKENG KABUPATEN INDRAMAYU 45284
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Kab. majalengka,
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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 451 Documents
Pengembangan Video Animasi Mengenal Pokok Pikiran Sebagai Media Pembelajaran di Sekolah Dasar Shabira Khairunnisa Pratidina; Prana Dwija Iswara; Ani Nur Aeni
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8522

Abstract

This research is motivated by the fact that learning is still centered on the use of textbooks, causing students to be less interested in participating in learning, which affects students understanding, still confused in determining the location of the main ideas. The purpose of this research is to (1) explain the feasibility animated video Getting to Know the Main Ideas for fifth grade elementary school students, (2) determine the magnitude of the influence animated video Getting to Know the Main Ideas on the ability to determine the main ideas, and (3) analyze teacher and student assessments of the video animation Getting to Know the Main Ideas. The research method used is research and development with the ADDIE development model, namely Analysis, Design, Development, Implementation and Evaluation. Implemented for fifth grade elementary school students and teachers. Product feasibility was obtained from the validation with a feasibility percentage from material experts of 95% and a feasibility percentage from media experts of 78.4%. The magnitude of the effect was analyzed from the pretest and posttest results which were calculated using the paired samples test, showing a significance value of 0.000, less than 0.05. The product assessment results by teachers and students are in the range of 81-100% with very good criteria. Thus, the animated video Getting to Know the Main Ideas is suitable for use for learning, has a significant influence on the ability to determine the main ideas, and received a very good response from teachers and fifth grade elementary school students.
Penggunaan Aplikasi Tiktok terhadap Keterampilan Berbicara Mahasiswa Dina Dahliana; Yumna; Nana Fauzana Azima; Nurhayati; Elis Ratna Wulan; Rahmia Tulljanah
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8538

Abstract

TikTok is an application that can post videos that are up to three minutes long. This application is in demand by various age levels. This research was conducted to understand how to use the TikTok application as a learning medium to develop one's speaking skills. In this study, the authors implemented qualitative research methods. The research data came from PGMI STAI Solok Nan Indah students, totaling 36 respondents. The data is obtained by angular spread online. To analyze, this study applies descriptive techniques. Theory triangulation is used in the validation technique in this study. The results of this study are the exposure of the use of the tiktok application to the speaking skills of students at STAI Solok Nan Indah. It is hoped that this innovation can make it easier for teachers or lecturers to improve students' speaking skills and make students as individuals who dare to convey ideas, as well as become generations of coherent, communicative, and easy-to-understand languages.
The Implementation of Three-Dimensional Figures in Learning Social Lessons to Improve the Learners' Cognition Irma Sofiasyari; Iin Indrianti
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8563

Abstract

The use of learning media that is less interactive can cause students' cognitive deficiencies. Therefore, innovation is needed to use learning media that can improve students' cognitive abilities. Another fact is that the learning process only focuses on the teacher, so learning looks monotonous. So, based on the results of these observations, the research aims to improve the cognitive outcomes of elementary school students in social studies learning at SDN A Indramayu. This research is classroom action research, using the Kemmis & MC Taggart model, which applies 3 cycles. Data collection techniques use tests, observations, field notes, and documentation. The data analysis techniques used are quantitative and qualitative. Qualitative analysis applies to students' cognitive test results each cycle while qualitative analysis applies to observation results. The research results show that the use of three-dimensional media can improve the cognitive outcomes of class IV students at SDN A Indramayu. The research evidence is that the increase from pre-cycle to cycle I increased by 20.24%, from cycle I to cycle II by 15.34%, and from cycle II to cycle III by 5%. Based on the research results, it can be concluded that class IV students at SDN A Indramayu can improve their cognitive abilities by implementing three-dimensional media in social studies learning. Penggunaan media pembelajaran yang kurang interaktif dapat menyebabkan kurangnya kognitif siswa. Maka dari itu, diperlukan inovasi untuk menggunakan media pembelajaran yang dapat meningkatkan kognitif siswa. Fakta yang lain, dalam proses pembelajaran hanya berpusat kepada guru, sehingga pembelajaran terlihat monoton. Berdasarkan hasil observasi tersebut, penelitian bertujuan untuk meningkatkan hasil kognitif siswa sekolah dasar pada pembelajaran IPS di SDN A Indramayu. Penelitian ini merupakan penelitian tindakan kelas, menggunakan model Kemmis & MC tagart, yang menerapkan 3 siklus. Tenik pengumpulan data menggunakan tes, pengamatan, catatan lapangan, dan dokumentasi. Teknik analisis data yang digunakan yaitu secara kuantiatif dan kualitatif. Analisis kualitatif berlaku untuk hasil tes kognitif siswa setiap siklus sementara analisis kualitatif berlaku untuk hasil observasi. Hasil penelitian menunjukkan penggunaan media tiga dimensi mampu meningkatkan hasil kognitif siswa kelas IV SDN A Indramayu. Bukti penelitian tersebut adalah peningkatan dari pra siklus ke siklus I meningkat sebesar 20,24%, dari siklus I ke siklus II 15,34% dan dari siklus II ke siklus III 5%. Berdasarkan hasil penelitian, dapat disimpulkan siswa kelas IV SDN A Indramayu kognitifnya dapat meningkat dengan mengimplementasikan media tiga dimesi dalam pembelajaran IPS
Pembıasaan Lıterası Fınansıal Pada Sıswa Sekolah Melaluı Program ‘’M1 Smart’’ Bekal Hıdup Dı Era Socıety 5.0 Rosita Nur khoti’ah; Fitri Puji Rahmawati
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8583

Abstract

Abstrak  This research aims to discuss the habit of financial literacy in elementary schools through M1 Smart. Financial literacy education is a person's activity in applying, understanding and managing information to make financial decisions. Financial literacy education can be taught from an early age to provide knowledge and skills for life in the era of society 5.0. This research was conducted as qualitative research. Data collection was carried out through interviews, direct observation and document analysis. Test the validity of the data using source triangulation and technical triangulation. Data analysis techniques by collecting data, data reduction, data presentation and conclusions. The research subjects included teachers in charge of M1 Smart, BUMS and students of SD Muhammadiyah 1 Ketelan Surakarta and was carried out on location. The research results show that; Implementing financial literacy habits through the M1 Smart program can provide a positive attitude for students in transaction activities, including in the canteen, library, UKS, cooperatives and BUMS, and motivate students to save and save. In the era of society 5.0, students will be able to use technology more easily because they have been equipped and trained since elementary school. Kata kunci: Financial Literacy, M1 Smart, Era 5.0  
Analysis Of The Implementation Of The Merdeka Curriculum In 3t Areas (Underdeveloped, Frontier And Outermost) (Elementary School In Namohalu Esiwa Sub-District) Maret Markus Harefa; Herlina Usman; Ika Lestari
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8623

Abstract

An merdeka curriculum is a curriculum approach that focuses on developing 21st century skills, student independence and community involvement in the learning process. The independent curriculum carries the concept of independent learning which gives schools, teachers and students the freedom to develop innovations, learn independently and show creativity. This research aims to analyse the implementation of the merdeka curriculum at SD Negeri 078452 Berua, SD Negeri 071162 Esiwa, and SD Negeri 280520 Kota Namohalu Esiwa. The research method used was qualitative with a phenomenological approach. Data analysis was conducted using the Miles and Hubermen model. Data analysis was conducted with reliability, transferability, depenability, and confirmability. The results showed that there was uniformity in several important aspects of the implementation of Merdeka Curriculum in the three public primary schools. This uniformity includes the opening of learning activities, variations in learning methods and media, structured learning planning, the use of formative and summative assessments, and monthly supervision. Despite the commitment of teachers and education stakeholders in improving the quality of learning, there is still a need for further improvement.
Analısıs Kebutuhan Handout Bagı Mahasıswa MBKM Untuk Mata Kulıah Statıstık Pendıdıkan SD Selvi Wulandari; Pamuti; Anwar Marasabesy; Santi M.J. Wahid
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8658

Abstract

This research aims to determine the extent to which students taking part in the MBKM program need handouts for educational statistics course material. This type of research is qualitative descriptive research. The research subjects were 30 PGSD students in semester V and semester VII. The results of the comprehension test showed that of the 13 Course Learning Outcomes (CPMK), only 3 CPMK were understood by MBKM students well with results of more than 60%, namely basics of statistics (83.33%), data presentation (67%) and measurement. central symptoms (67%). Interview analysis, of the 5 Graduate Learning Outcomes (CPL) that must be met, almost every CPL student experiences difficulties in realizing the CPL in the MBKM activities they participate in. Based on the results of comprehension tests and interviews conducted, MBKM students need handouts as a companion in carrying out activities. It is hoped that students can use this handout to understand the material independently and continue to follow MBKM activities well.
Implementasi Pembelajaran Role Playing Pada Pelajaran IPS Untuk Meningkatkan Hasil Belajar Siswa Kelas IV SD Bella Alifia Aviari bella; Hadi Rohyana; Zubaidi
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Education is one of the crucial aspects in shaping character and enhancing the quality of human resources. Learning at the Elementary School (SD) level plays a strategic role in forming the foundation of knowledge and skills for students. To achieve these goals, innovative and effective learning models need to be introduced. One method that can be implemented is role-playing in Social Studies (IPS) learning for fourth-grade students. This research aims to improve students' learning outcomes in IPS through the implementation of the Role-Playing learning model for fourth-grade students. The analysis conducted on the implementation of Role-Playing in IPS is essential because through Role-Playing, students can directly portray what exists in their environment. Through IPS learning, students understand social climate, family, and environmental factors, shaping them into responsible and socially skilled citizens. The research method used is classroom action research with the spiral model by Kemmis and McTanggart, with 25 students from the fourth grade at SDIT Insan Teladan Mandiri as the research subjects. The research instruments include observation sheets, interviews, and worksheets for data collection. The data analysis involves qualitative descriptive analysis techniques that depict abilities or facts according to field conditions. Based on the research results, it is evident that the role-playing learning model is capable of enhancing students' learning outcomes in IPS for the fourth grade at SDIT Insan Teladan Mandiri.
Pengaruh Variasi Permainan Kecil Terhadap Kelincahan Siswa Tunagrahita Sekolah Dasar Luar Biasa Ahmad Taufiqurrahman; Wawan Junresti Daya; Ilham Ilham; Anggrawan Janur Putra; Ely Yuliawan; Yusradinafi Yusradinafi
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8720

Abstract

Penelitian ini bertujuan untuk mengevaluasi dampak variasi permainan kecil terhadap tingkat kelincahan siswa tuna grahita di SDLB Negeri 1 Kota Jambi. Desain penelitian yang digunakan adalah Pre Experimental Design dalam bentuk one group pretest-posttest. Pada desain ini, dilakukan pretest sebelum memberikan perlakuan untuk memastikan bahwa hasil perlakuan dapat diukur secara akurat dengan membandingkannya dengan kondisi sebelum perlakuan. Hasil penelitian menunjukkan adanya pengaruh terhadap tingkat kelincahan siswa baik sebelum maupun sesudah diberikan perlakuan. Analisis uji-T menunjukkan bahwa thitung melebihi ttabel, mengindikasikan adanya perbedaan yang signifikan antara pretest dan posttest. Hal ini menunjukkan peningkatan yang signifikan pada tingkat kelincahan siswa tunagrahita di SDLB Negeri 1 Kota Jambi. Saat pretest, rata-rata kelincahan adalah 14.5, sementara pada posttest, rata-rata kelincahan adalah 12. Dapat disimpulkan bahwa variasi permainan kecil memiliki pengaruh positif terhadap kelincahan siswa tunagrahita di SDLB Negeri 1 Kota Jambi, sebagaimana tercermin dari perbedaan waktu kelincahan antara pretest dan posttest. Penelitian ini juga mengikuti uji persyaratan analisis yang menegaskan adanya pengaruh tersebut
Pengembangan Proyek Pemrograman Medıa Pembelajaran Interaktıf Untuk Tugas Pemecahan Masalah Pelatihan Berpıkır Komputasıonal Mahasiswa Dengan Scratch Erwinsyah Satria; Udin Syaefudin Sa’ud; Cepi Riyana; Wahyu Sopandi; Nur Rahmiani
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8728

Abstract

Media is needed in learning to attract and make it easier for students to understand the material being taught. Interactive learning media for computational thinking material through Scratch programming as an example of a block-based programming project assignment by applying computational thinking concepts for PGSD student training has not been researched in Indonesia. The research carried out aims to develop an example of a final programming project for interactive media learning computational thinking for PGSD student programming training as a valid and practical problem solving task using the Scratch program as well as the level of competency of the programming project being created. The research carried out is of the research and development type using the ADDIE model. The research participants were 40 students from a private university in West Sumatra. Data was collected using observation, interview, artifact analysis, and questionnaire techniques. The research instrument was a questionnaire with a Likert scale filled in by material, media and research subject experts. Analysis of research data was carried out in a qualitative descriptive manner. From the development research carried out, it was found that the final project example of interactive media programming for computational thinking learning which was developed for PGSD students' computational thinking training as a problem solving task received a very good score with a score of 85.5% from the validation of material experts, media and students, 85. 2% for product practicality, and makes it easier for students to created the program because the difficulty is at intermediate level.
Strategi Menanamkan Kesantunan Berbahasa Melalui Penguatan Profil Pelajar Pancasila dalam Pembelajaran PAI dan Budi Pekerti Ananda Munifatul Olifiya; Ratnasari Diah Utami
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8771

Abstract

Education is an important determinant of the progress of a country and nation. Character education has a very important role to maintain a balance between technological progress and human growth in this era of rapid technological progress. Therefore, this study seeks to describe how the teacher's strategy in instilling language politeness through strengthening the Pancasila Student Profile in PAI and Budi Pekerti learning. This research uses qualitative and descriptive methodology. The data collection approaches used include interviews, observation, and documentation. To assess the accuracy of the data, researchers used source triangulation and technique triangulation. The data obtained in this study went through three stages of data analysis: data reduction, data presentation, and conclusion drawing. The results obtained by this study have shown that the strategy of instilling language politeness in class IV students in PAI and Budi Pekerti lessons at SD Negeri 3 Nogosari is carried out using the following methods, namely: 1) Providing habituation activities to students by practicing saying "please, sorry, excuse me, and thank you" to others. 2) Providing a good example when speaking by using a soft voice and not raising your voice or shouting. 3) Give sanctions to students in the form of writing 3 short letters in the notebook.