cover
Contact Name
Saeful Mizan
Contact Email
mizzhan46@gmail.com
Phone
+628563355944
Journal Mail Official
mizzhan46@gmail.com
Editorial Address
JL. WATUMIRING 29, RT/RW 002/001, Kel/Desa KAPAS, Kecamatan KAPAS
Location
Kab. tuban,
Jawa timur
INDONESIA
Elenor: Elementary School Journal
ISSN : -     EISSN : 2986366X     DOI : -
Core Subject : Education,
Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian atau kajian analisis di bidang pendidikan dan pembelajaran di Sekolah Dasar. Ruang Lingkup meliputi: 1. Studi Pendidikan dan Pembelajaran pada Pendidikan Dasar (a. Ilmu Pengetahuan Alam; b. Ilmu Pengetahuan Sosial; c.Matematika; d. Pendidikan Pancasila dan kewarganegaraan; e. Bahasa Indonesia; f. Seni Budaya dan Prakarya; g.Pendidikan Jasmani Olahraga dan Kesehatan) 2. Kurikulum 3. Penilaian (Assesment) dan Evaluasi 4. Teknologi pendidikan 5. Perkembangan anak 6. Manajemen dan supervisi 7. Media Pembelajaran
Articles 30 Documents
PENGEMBANGAN MINIATUR LABUFER (STRUKTUR LAPISAN BUMI DAN ATMOSFER) BERBASIS AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SDN JAMBANGAN Ainiatun Nafiah; Iis Daniati Fatimah
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1340

Abstract

This research was conducted to determine the development process and the level of validity, practicality and effectiveness of learning media. The research aims to develop a miniature Labufer product (structure of the layers of the earth and atmosphere) based on audio visuals to improve the learning outcomes of class V students at SDN Jambangan. Product development is carried out using the ADDIE model which consists of five stages: analyze, design, develop, implement and evaluate. The data collection instruments used include validation sheets from material experts, media experts, teacher and student response questionnaires, and student evaluation test sheets. The validation test results show that the audio-visual-based Labufer Miniature (Structure of the Earth's Layers and Atmosphere) is very valid with a percentage of 94.5% from material experts, 94.7% from media experts, and 80% from language experts. The practicality test by the teacher showed a percentage of 87.2% which was declared practical and by students showed a percentage of 98% which was declared very practical. Meanwhile, the effectiveness test obtained a percentage of 87.5% which was declared effective. Based on the results obtained, the Miniature Labufer (Structure of the Layers of the Earth and the Atmosphere) audio-visual media developed is very valid, very practical and effective for use in the learning process. Keywords: Media, Labufer Miniatures, IPAS , Learning outcomes
PENGEMBANGAN MEDIA FUN THINKERS UNTUK MENINGKATKAN LITERSI BERHITUNG SISWA KELAS II UPT SDN TINGKIS Dea Elisiana; Iis Daniati Fatimah
ELENOR: Elementary School Journal Vol 2 No 2 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v2i2.1341

Abstract

This research uses the type of research and development (R&D). By using the ADDIE (Analysis-Design-Develop-Implementation-Evaluation) model, this research aims to develop Fun Thinkers media to increase the numeracy literacy of class II UPT SDN Tingkis students. The data collection instruments used are observation sheets, interviews, media, material and language validation sheets, teacher and student response questionnaire sheets, and student test widths. The data analysis techniques used are observation and interview data, validity data analysis, practicality data analysis, and effectiveness data analysis. This research resulted in validation results from media experts of 83.15%, material experts of 94%, language experts of 88.89%, so the validity assessment criteria have the "Valid" criteria. It can be concluded that Fun Thinkers media is suitable for use. The results of the teacher response questionnaire scored 98% and the student response questionnaire scored 95%, so the criteria for assessing the practicality of the Fun Thinkers media were declared "Very Practical" for use. The student test results have a classical completion percentage of the student test of 81%, so the Fun Thinkers media is said to be "effective" for increasing students' numeracy literacy and is used in learning. must be written in two languages, Indonesian and English.
PENGEMBANGAN MEDIA SCRAPBOOK DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA MATERI PUBERTAS KELAS VI SEKOLAH DASAR Wulan Putri; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1345

Abstract

Abstract. This research aims to develop digital scrapbook media for science subjects, puberty material, to improve the learning outcomes of sixth grade elementary school students who meet the criteria of valid, practical and effective. This type of research is research and development. The data collection instruments used in this research were expert validation sheets, teacher and student response questionnaire sheets, and question sheets.Based on the digital scrapbook media validation test, the average results obtained from the 3 validators were 85% (very valid), with the material expert validator 78%, the media expert validator 96.92% and the language expert validator 80%. And the teacher and student response questionnaire sheet as a test of practicality obtained teacher response questionnaire results of 85.71% (very practical) and student response questionnaire results of 92% (very practical). And the student test results as a test of effectiveness got a score of 90.9% (very effective). Based on this data, it shows that digital scrapbook media is valid, effective and practical.
PENGEMBANGAN SOAL AKM NUMERASI BERBASIS ETNOMATEMATIKA UNTUK MENINGKATKAN PEMAHAMAN NUMERASI PADA SISWA KELAS V SD Fatma Cristina Wati; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 2 No 2 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v2i2.1352

Abstract

Numeracy literacy is the ability of students to understand mathematical concepts in everyday life. The government's effort to improve students' numeracy skills is by implementing the Minimum Competency Assessment which is implemented at the elementary to high school level. However, the results of interviews conducted at SDIT Al Uswah Tuban show that students' numeracy skills are still low due to a lack of practice questions. The questions used are still general, not including local cultural wisdom. Based on this, this study was designed to measure students' numeracy skills and provide insight into the historical heritage in the Kambang Putih Museum Tuban to students through the questions. This research uses the Research and Development (RnD) method with the Tessmer model. The development stages include preliminary stage and formative evaluation stage. The formative evaluation stage consists of expert review, one-to-one, small group, and field test stages. This research produced 15 questions. Based on the test results at each stage, the validity level of the question is 88% which is included in the valid category, the practicality level gets a score of 88% which is included in the practical category, the effectiveness level with a percentage of 76% which is declared effective, and the question is declared reliable because based on Cronbach Alpha analysis it gets a coefficient of 0.60.
PENGEMBANGAN MEDIA GAMBAR “ MYSTERY BOX READ ” BERBASIS KARAKTER UNTUK MENINGKATKAN KEMAMPUAN BACA TULIS SISWA DI SDN BEKTIHARJO VI DI KELAS 1 Ervarisma Nur Aqqidahtul Izzah; Ina Agustin
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1353

Abstract

The achievements in the development of the research aim to describe the development of media, the level of validity, practicality of the media, and the effectiveness of the media. This study uses a type of research and development (R&D) research. The ADDIE development model has 5 stages in the ADDIE model, including: 1) analysis, 2) design, 3) development, 4) implementation, 5) evaluate. Data collection instruments use observation sheets, interview sheets, and expert validation sheets. Subjects of the character-based "Mystery Box Read" media trial to improve literacy Namely: Validation Experts 1) Material Experts, 2) Media Experts, 3) Linguists, 4) Teachers, 5) Students who are carried out at SDN BEKTIHARJO VI with a total of 10 students are specialized in grade 1 Indonesian Language Learning. The results obtained by the researcher to find out the level of media validity obtained very valid results from 3 validator assessments. The level of practicality was obtained from the questionnaire response of teachers and students obtained very practical results. To find out the level of effectiveness of students through student test sheets in the form of pre-test and post-test with a result of 9.48% calculated using the formula wardhana et al got the category of very effective. So that the "Mystery Box Read" media is character-based to improve students' literacy skills.
PENGEMBANGAN E-MODUL MENGGUNAKAN MICROSOFT SWAY UNTUK MENINGKATKAN HASIL BELAJAR PENDIDIDIKAN PANCASILA SISWA KELAS V SDN 1 SENDANGMULYO Sa'diyatul Jazilah; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1354

Abstract

Technology-based teaching materials can attract students' interest and attention in the learning process. This research was conducted with the aim of developing an e-module product using microsoft sway to improve student learning outcomes. This research method is Research and Development (R&D) using the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research subjects were teachers and 5th grade students of SDN 1 Sendangmulyo. Data collection techniques through observation, interviews, expert validation, questionnaires, and tests. The results of media expert validation are 96%, while the results of material expert validation are 96%. When referring to the validation criteria table, this e-module is declared valid. The results of the teacher response questionnaire are 100% while the student questionnaire is 96.6%, so based on the practicality analysis table, this e-module is declared very practical. The results of the trial conducted on grade 5 students of SDN 1 Sendangmulyo were very effective, because the percentage of students who achieved the criteria for achieving learning objectives (KKTP) was 93%. When referring to the effectiveness level criteria table, this e-module is effective.
PENGEMBANGAN MEDIA AUGMENTED REALITY PADA MATERI VOLUME BANGUN RUANG DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS V SDN BATURNO Nur Aulia Agustina; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1392

Abstract

 Abstract. The problem in class V SDN Baturno is the low academic achievements of students, particularly in Mathematics. The main factor is the lack of use of innovative learning media, by developing augmented reality media is expected to overcome this problem. The formulation of the problem in this study describes the development process, the level of validity, the level of practicality and the effectiveness of augmented reality media. This study aims to describe the development process, determine the level of validity, level of practicality and effectiveness of augmented reality media. The method used in this research is the development method or Research and Development (R&D) with the ADDIE model. The development procedure in this study includes analysis, design, development, implementation, and evaluation which refers to Robert Maribe Branch. Based on the results of material expert validation getting a percentage of 95.45%, the augmented reality media developed in the criteria is very valid for use.  Media expert validation gets a percentage score of 97.72% stated that augmented reality media is stated in very valid criteria to be developed.  The level of effectiveness is measured by a test sheet which is found from 12 students there are 10 students who are complete. Student learning outcomes have progressed very rapidly compared to the daily test which only 1 student completed the KKTP. It can be concluded that the augment media.
UPAYA MENINGKATKAN KREATIVITAS DAN KETERAMPILAN SISWA MENGGUNAKAN METODE PJBL Adinda Taliyasalsabila; Fahrur Rosy; Achmad Mujahid Afifuddin
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1540

Abstract

This research aims to improve students' creativity and skills using the PJBL method. The research was conducted at SDN Tanamera 1, Saronggi District Sumenep Regency, using the Classroom Action Research (PTK) approach which consists of planning, implementation of actions, observation, and reflection. The PJBL method improves students in developing their creativity and skills in doing project assignments, this method can also make students actively involved in creating projects. This method can help students to explore creative ideas and collaborate with peers. The results of the study show that the PJBL method is effective in improving students' creativity and skills, with an average score of 80 and above students succeed in exploring ideas and can improve their creativity and skills. The application of the PJBL method makes students more active at the time of the project. From this study, the PJBL method can be an effective solution in improving students' creativity and skills in elementary school.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ICT UNTUK MENINGKATKAN KONSEP PEMAHAMAN SISTEM TATA SURYA Isti qoma; Violita Atika Putri; Mochammad Rafly Ad'ha; Arie Widya Murni
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1549

Abstract

The development of ICT-based learning media is used by teachers in delivering material to students to facilitate understanding and critical thinking. This research uses the ADDIE method for data collection techniques using the results of interviews and questionnaires. The ICT-based learning media developed by this researcher was declared suitable for use as teaching material in the form of media and materials that are simple and easy to understand. The percentage obtained by researchers from the interview results was 90% or the criteria were declared suitable for application in science learning in elementary schools.
PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTUAN KUIS INTERAKTIF MATERI GAYA KELAS IV SDN RONGGOMULYO 1 TUBAN Romadhona, Siti Khovivah; Mizan, Saeful; Alex Rachman, Noor
ELENOR: Elementary School Journal Vol 3 No 2 (2025)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i2.1751

Abstract

This study aimed to improve the science learning outcomes of fourth-grade students at SDN Ronggomulyo 1 Tuban through the implementation of the Problem-Based Learning (PBL) model integrated with interactive quizzes. This Classroom Action Research (CAR) was conducted in two cycles involving 28 students. Data were collected through learning outcome tests, observations, and documentation. The results showed a positive improvement in students' learning outcomes, with the number of students meeting the Minimum Mastery Criteria (KKM) increasing from 12 students (43%) in the pre-cycle to 15 students (54%) in the first cycle, and 24 students (86%) in the second cycle. Based on these findings, it is concluded that implementing the PBL model with interactive quizzes is effective in enhancing the science learning outcomes of fourth-grade students. This research contributes to the development of science learning practices in elementary schools by offering an innovative and proven-effective learning model to improve students’ understanding and achievement.

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