cover
Contact Name
Muhammad Rijal Wahid Muharram
Contact Email
ijpe@upi.edu
Phone
+62265-331860
Journal Mail Official
ijpe@upi.edu
Editorial Address
Jalan Dadaha Nomor 18 Kota Tasikmalaya
Location
Kota tasikmalaya,
Jawa barat
INDONESIA
Indonesian Journal of Primary Education
ISSN : 25992821     EISSN : 25974866     DOI : https://doi.org/10.17509/ijpe
The Indonesian Journal of Primary Education is a scientific periodical published twice a year (June-December) that publishes the results of original research on primary education and primary school teacher education. This journal aims to develop concepts, theories, perspectives, paradigms, and methodologies within the scope of basic education and primary school teacher education including curriculum, teaching materials, media, methods, and evaluation of primary school learning. Since 2017, this journal has been published by the UPI PGSD Study Program, Tasikmalaya Campus with Himpunan Dosen PGSD Indonesia (the Indonesian PGSD Lecturer Association). The scope of the Indonesian Journal of Primary Education includes: Elementary Mathematics Education Elementary Science Education Elementary Indonesian Language (Literature) Education Elementary Civics Education Elementary Social Studies Education Elementary Art Education Elementary Religious Education Elementary Sports Education Elementary Administration Management Teaching, Learning, and Assesment in Elementary School
Arjuna Subject : Umum - Umum
Articles 200 Documents
SPADE: Geometry Learning Model within Elementary School Epon Nur'aeni; Oyon Haki Pranata; Muhammad Rijal Wahid Muharram; Ika Fitri Apriani
Indonesian Journal of Primary Education Vol 4, No 2 (2020): Indonesian Journal of Primary Education: December 2020
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v4i2.29433

Abstract

This research was initiated by a problem in learning geometry in primary schools, namely the use of learning models that tend to be monotonous and less attractive to students. In addition, the research is based on efforts to preserve existing cultures in Indonesia, especially those from Kampung Naga, Tasikmalaya, West Java Province. Kampung Naga is an area that still maintains traditional life and cultural wealth. Based on these conditions, research was carried out to solve problems through the development of the SPADE as a geometry learning model in elementary schools. SPADE stands for five activities, namely singing, playing, analyzing, discussing, and evaluating.Research development model by Plomp was used on this project. The research was conducted for three years and involved lecturers, students, teachers, and primary school students in Tasikmalaya City, West Java Province. The research instruments used were observation sheets, interview guidelines, learning assessment sheets, learning implementation videos, questionnaires, and field notes. The data were analyzed interactively with the following activities: 1) data reduction; 2) data presentations; 3) data verification. The research finds that SPADE is relevant as a learning model and got a positive response to be implemented in primary school. The SPADE learning model is expected to be implemented in a broader scope.
Augmented Reality Flashcard Prototype Design as an Instructional Medium for Introducing West Java Traditional Houses in Elementary School Siti Nuraisyah; Sumardi Sumardi; Rosarina Giyartini; Muhammad Rijal Wahid Muharram
Indonesian Journal of Primary Education Vol 5, No 1 (2021): Indonesian Journal of Primary Education: June 2021
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v5i1.36980

Abstract

Social Studies is a subject which contains topics about Indonesian traditional houses. Instuructional media for introducing traditional houses that are generally used in elementary schools are limited to video, 2-dimensional images, and textbooks. The use of media that is less varied results in students become bored. The use of technology in the field of education is increasing diverse which can make it easier for teachers and students to convey and receive the information. Augmented Reality is one of the technologies that can be used as an alternative to traditional house instructional media because it can display real traditional houses in 3 dimensions. This study aims to describe the design of an Augmented Reality flashcard prototype as a learning medium for West Java traditional houses in elementary schools. The method used was Design-Based Research which has four stages. This research was carried out until the second stage, namely developing product prototypes based on existing theories, design principles, and technological innovations. The result of this research is a flashcard prototype design and Augmented Reality application. The flashcards had two sides that were used as markers to bring up Augmented Reality objects. The Augmented Reality application was designed to have two main menus, each of which serveed to display a real West Java traditional house in the form of a three-dimensional object and displays a traditional house that can be seen from various sides or points of view. This application was also equipped with supporting features, such as complete information, sound, scale, rotation, and other features.
Games Book sebagai Media Peningkatan Minat Baca pada Pembelajaran Bahasa Indonesia SD Kelas Tinggi Acep Saepul Rahmat
Indonesian Journal of Primary Education Vol 1, No 1 (2017): Indonesian Journal of Primary Education: June 2017
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v1i1.7494

Abstract

Games Book merupakan salah satu media pembelajaran yang digunakan guru dalam mengajarkan materi kepada siswa melalui permainan. Permainan  terselip dalam sebuah buku yang didalamnya terdapat  variasi  permainan yang memungkinkan siswa tertarik dan mengikutinya. Games Book memberikan alternatif baru  dalam  meningkatkan minat dan aktivitas baca, khususnya pada mata pelajaran Bahasa Indonesia di Sekolah Dasar. Berdasarkan penelitian di kelas 4 SD Negeri Karamatjaya, Media Games Book ternyata memberikan rangsangan positif terhadap aktivitas dan minat baca siswa terutama pada materi unsur-unsur intrinsik cerita. Berdasarkan data yang terhimpun melalui data kualitatif dan kuantitatif  didapatkan data rata-rata pengaruh terhadap minat siswa membaca sebelum dan sesudah mengalami signifikasi yang baik, yakni dari rata-rata aktivitas baca siswa awal sebelum penerapan media Games Book   berkisar 62,24% menjadi 90,81%. Merujuk pada data tersebut, menunjukkan adanya  peningkatan aktivitas dan minat baca siswa lebih kritis, mandiri, dan mampu membangun interaksi dan kerjasama dengan siswa lain. 
The Effectiveness of Traditional Games on the Social Development of Elementary School Students in the Digital Age Fadhilah Salsabila Riadi; Triana Lestari
Indonesian Journal of Primary Education Vol 5, No 2 (2021): Indonesian Journal of Primary Education: December 2021
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v5i2.34838

Abstract

In this digital era, the way children play has changed according to the times where children play modern games more often, thereby reducing children's social interactions. Therefore, the authors are interested in discussing the effectiveness of traditional games on the social development of children in this digital era. In this study, the authors used qualitative methods based on literature studies from various relevant sources, both books, and journals. By examining these sources which then the authors interpret in this paper. The results showed that traditional games can help children's social development. because a lot of value is social skills. In addition, traditional games can be an innovation in learning and extracurricular activities. Because traditional games have a lot of value in social skills. So that the task of developing elementary school-age children starting from social adjustment and social skills that must be developed through play can be achieved. Therefore, it can be stated that this traditional game is effective for the social development of elementary school students in this digital era. Besides that, cultural values in traditional games can also be preserved.
Pengembangan Media berbasis Web (Virtual Map) sebagai Inovasi Media di SD Susilo Tri Widodo; Mahmud Rafi Al Ghani
Indonesian Journal of Primary Education Vol 1, No 2 (2017): Indonesian Journal of Primary Education: December 2017
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v1i2.9316

Abstract

This research aims to develop web based media (virtual map) on the civic education learning of NKRI materials on fifth-grade. This type of research is Research and Development (RD). The procedure of this research is analysis, design, manufacture, testing, and maintenance. The subject of study was fifth-grade students in Wonorejo Elementary School. Data collection using interview, tests, questionnaires, and documents. Data were analyzed using descriptive analysis consist central tendency and varians analysis. The results showed that virtual map fit for use with a score of the media percentage assessment 88% and a score of the content’s material components 100%. Media test results showed an average increase equal to 29,57%. Percentage mastery increased from 35.71% to 42.82%.  Conclusion in this study is the media virtual map effectively used in learning civic  education of NKRI materials.
Development of Local Wisdom-Based Media in Improving Process Practicality Elementary Social Studies Learning Muh Usri; Azis Muslimin; Idawati I
Indonesian Journal of Primary Education Vol 7, No 1 (2023): Indonesian Journal of Primary Education : June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v7i1.46045

Abstract

The development of media based on local wisdom in increasing the practicality of the elementary social studies learning process is a rare thing to do to overcome problems in the learning process. The reality found in the field is the lack of interest of students in participating in the learning process, this is the basis for developing a media in order to give birth to new innovations in a learning process in order to create active and fun learning so that students can develop abilities in understanding the material presented. taught. The purpose of this study was to develop media based on local wisdom in increasing the practicality of the elementary social studies learning process. This research is a development research using the ASSURE model (Analyze Learners; State Objectives; Select Methods, Media, and Materials; Utilize Media and Materials; Require Learner Participation; and Evaluate and Rivise). The practicality test is carried out after the development stage. The data collection technique in this study was using a questionnaire, namely a teacher response questionnaire and a student response questionnaire. Data validation was carried out by 3 validators, namely 2 expert validators in the field of social sciences and 1 practitioner validator. Practical analysis uses the results of teacher and student responses. Media is said to be practical if it is at a fairly practical level, namely at number 3 and if it is at number 4 it can be said to be very practical. Based on the results of the analysis, media based on local wisdom is stated to be quite practical,
Video Pelaksanaan Pembelajaran Berbasis Outdoor Learning Di Sekolah Dasar Zaina Al Fath; Oyon Haki Pranata; Akhmad Nugraha
Indonesian Journal of Primary Education Vol 2, No 1 (2018): Indonesian Journal of Primary Education: June 2018
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v2i1.13753

Abstract

Penelitian ini merupakan penelitian pengembangan video pelaksanaan  pembelajaran berbasis outdoor learning. Penelitian ini bertujuan untuk 1) memberikan tayangan hasil skenario perangkat pembelajaran berbasis outdoor learning; 2) menginformasikan perangkat pembelajaran yang telah diujicobakan yang dapat digunakan khalayak ramai khususnya dalam dunia pendidikan dasar. Penelitian ini menggunakan metode Design Based Research. Pengembangan metode ini terdiri dari empat tahap yaitu 1) identifikasi dan analisis masalah oleh peneliti dan praktisi secara kolaboratif 2) mengembangkan solusi yang didasarkan pada patokan teori, design principle yang ada dan inovasi teknologi 3) melakukan proses berulang untuk menguji dan memperbaiki solusi secara praktis 4) refleksi untuk menghasilkan design principle serta meningkatkan implementasi dari solusi secara praktisi. Identifikasi dan analisis masalah dilakukan di beberapa sekolah dasar di kota Tasikmalaya, antara lain SDN 1 Cibeureum dan SDN Citapen. Kemudian hasil dari identifikasi dan analasis tersebut dikembangkan solusi dengan perancangan perangkat pembelajaran dan diujicobakan. Hasil ujicoba satu dilakukan untuk mendapatkan rancangan video pembelajaran. Video pembelajaran ujicoba satu ditayangkan kepada narasumber untuk melihat respon terhadap video pembelajaran berbasis outdoor learning. Setelah respon didapatkan terdapat perbaikan dan dilakukan ujicoba dua untuk validasi produk akhir, namun validasi ahli pun masih banyak perbaikan dan peneliti melakukan perbaikan kembali. Setelah diminimalisir kekurangan dari beberapa tahapan tersebut,  hasil penelitian berupa 1) video pelaksanaan pembelajaran berbasis outdoor learning; 2) validasi oleh para ahli dinyatakan bahwa video pelaksanaan pembelajaran ini layak digunakan sebagai contoh implementasi pembelajaran pada kurikulum 2013 Edisi Revisi.
Development of Digital Learning Materials Utilizing the Kvisoft Flipbook Maker Application for Indonesian Language Instruction Hasanah H; Erwin Rahayu Saputra
Indonesian Journal of Primary Education Vol 7, No 1 (2023): Indonesian Journal of Primary Education : June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v7i1.41895

Abstract

The advancement of science and technology has exerted a profound influence on education. Concurrently with the evolving times and the era of globalization, marked by the rapid proliferation of products and the utilization of information technology, one such manifestation is the creation of learning media through the utilization of the Kvisoft Flipbook Maker application, which constitutes a digital book—a virtual presentation of educational materials. This application transforms the appearance of PDF files into an engaging format resembling a conventional book. The research's objective is to develop Indonesian language learning media in Primary Schools, with the aim of enhancing the quality of education to captivate student interest in learning. Data collection was carried out through observation. The research methodology employed belongs to the category of research and development (RD). The research procedure adopts the ADDIE development model, consisting of five stages: analysis, design, development, implementation, and evaluation. The findings of the research affirm that the Development of Digital Books Using the Kvisoft Flipbook Maker Application in Indonesian Language Education can serve as an alternative solution to support students' learning in the era of the fourth industrial revolution. By harnessing this audiovisual medium, learning becomes more captivating, communicative, interactive, and significantly influences students' comprehension and learning outcomes. Moreover, students are motivated to cultivate a passion for learning, making it easier for them to grasp the conveyed material.
Pembelajaran Menulis Berbasis “Brainstorming” Dian Indihadi
Indonesian Journal of Primary Education Vol 2, No 2 (2018): Indonesian Journal of Primary Education: December 2018
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v2i2.15172

Abstract

Dilatarbelakangi oleh temuan hasil penelitian bahwa penerapan “Brainstorming” sebagai strategi dalam proses menulis dapat mengatasi hambatan belajar peserta didik dalam memilih, memilah dan menyusun topik tulisan sesuai dengan tema, maksud serta tujuan penulisan. Hal itu dibuktikan melalui hasil perbandingan antara sebelum dengan sesudah strategi “Brainstorming” diimplementasikan dalam pembelajaran menulis di kelas V sekolah dasar. Terdapat perbedaan signifikan pada hasil tulisan peserta didik sesudah pembelajaran mengimplementasikan strategi “Brainstorming”. Oleh karena itu, strategi “Brainstorming” memiliki peluang dijadikan solusi aternatif mengatasi hambatan belajar menulis peserta didik di sekolah dasar.
Lakaki As a Form of Curriculum Adaptation for Learning Electrical Circuits Material for the Sixth Grade Students of SD Negeri Demakijo 2 Sleman Regency Academic Year 2023/2024 Sutarti S; Ana Fitrotun Nisa; Berliana Henu Cahyani
Indonesian Journal of Primary Education Vol 7, No 2 (2023): Indonesian Journal of Primary Education : December 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v7i2.66175

Abstract

Science learning in elementary schools is influenced by, among other things, interactive learning experiences. Interactive learning involves the activities of all students with various characteristics. An interactive learning experience will support the successful learning outcomes of all students. In reality, teachers face a diversity of student characteristics, one of which is related to different cognitive abilities. The aim of this research is to determine the success of the learning outcomes of all students through the Lakaki "Lamp Our Cafe" Project. This research is a classroom action research (CAR) model by Kemmis Mc. Taggart is carried out in two planned cycles. The stages include planning, action, observation and reflection. The subjects in this research were the sixth grade students at one of the state elementary schools in Sleman. The research was carried out by providing action in the form of a project to make decorative lamps using residual items found in the surrounding environment. The implementation of the Lakaki project carried out observations, interviews and documentation of student learning outcomes. The Lakaki project steps include: orienting students to problems, organizing students to learn, guiding individual/group investigations, developing and presenting results, analyzing and evaluating the problem solving process carried out in blended learning. The results of the research showed that there was an increase in student learning outcomes from cycle 1 with method completeness of 57.15% and a class average of 72.00. Cycle 2 learning completion reached 100%, with an average final score of 94.18. This proves that the Lakaki project is an alternative learning method to meet the diversity of students, especially the diversity of different cognitive abilities.

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