Jurnal kiprah pendidikan
Jurnal Kiprah Pendidikan [ ISSN 2827-8909 (online) | 2810-0433 (print) ] is a peer-reviewed academic journal that focuses on the development and dissemination of knowledge in the field of education and teaching. The journal publishes original research articles, literature reviews, classroom action research, and theoretical studies that contribute to educational science and practice. Jurnal Kiprah Pendidikan is published by Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Riau. First published in 2022, the journal is issued quarterly in January, April, July, and October. The journal welcomes contributions from educators, researchers, practitioners, and academics from around the world, regardless of nationality. It features articles that explore issues in education and teaching across all educational levels, including primary, secondary, and higher education. Manuscripts may consist of original research, theoretical discussions, classroom action research, or developmental studies that provide insights into pedagogical strategies, learning processes, curriculum innovation, and educational policy. Topics covered include, but are not limited to: (1) Social Sciences Education, (2) Mathematics Education, (3) Language and Literacy Education, (4) Science Education, (5) Arts and Culture in Education, (6) Early Childhood Education, (7) Civic and Moral Education, (8) Religious Education, (9) Physical and Health Education, (10) General Pedagogy, (11) Educational Psychology, (12) Learning Media and Technology, (13) Educational Management and Leadership, (14) Curriculum and Instruction, (15) Music and Arts Education, (16) Economics and Financial Literacy Education.
Articles
185 Documents
Pengaruh Model Pembelajaran Snowball Throwing Terhadap Motivasi Belajar dan Hasil Belajar IPA Siswa SD di Gugus Sartika Kecamatan Pasir Penyu
Karnita, Feni;
Alim, Jesi Alexander;
Nirmala, Sri Dewi
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau
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Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran Snowball Throwing terhadap motivasi dan hasil belajar Ilmu Pengetahuan Alam (IPA) siswa sekolah dasar di Gugus Sartika Kecamatan Pasir Penyu. Pendekatan yang digunakan adalah kuantitatif dengan desain eksperimen semu (quasi experiment) tipe pretest-posttest control group design. Sampel terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan model Snowball Throwing dan kelas kontrol yang menggunakan pembelajaran konvensional. Hasil penelitian menunjukkan bahwa model Snowball Throwing berpengaruh signifikan terhadap motivasi dan hasil belajar siswa. Motivasi belajar meningkat sebesar 15,8 poin (23,46%), sedangkan hasil belajar IPA meningkat sebesar 56,74 poin (177,9%). Uji ANOVA dua arah membuktikan adanya perbedaan signifikan antara kedua kelas. Dengan demikian, model Snowball Throwing efektif dalam meningkatkan motivasi serta hasil belajar IPA siswa sekolah dasar.
Technological Innovation in Anti-Bullying Education: A Systematic Review Based on Prisma
Wicaksono, Vicky Dwi;
Rahmawati, Ika
Jurnal Kiprah Pendidikan Vol. 5 No. 2 (2026): Jurnal Kiprah Pendidikan | April 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau
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DOI: 10.33578/kpd.v5i2.p106-113
This systematic review aims to identify the most effective types of technology applied in the context of anti-bullying education over the past ten years. Using the PRISMA approach and thematic synthesis, eight scientific articles were analyzed to evaluate the effectiveness of various forms of technological innovation, including educational games, mobile applications, interactive multimedia, and artificial intelligence (AI). The primary focus of this research is on how these technologies can enhance students' understanding, empathy, engagement, and intervention capabilities regarding bullying cases in school environments, particularly in elementary and secondary education settings. The findings indicate that gamification-based and interactive multimedia technologies are the most effective approaches in enhancing students' conceptual understanding, motivation, and prosocial attitudes. Educational games such as interactive e-books and digital simulations demonstrate significant improvements in students' social competencies and awareness of bullying issues. On the other hand, mobile applications and AI have high functional potential, but their effectiveness depends on participatory design, cultural sensitivity, and guarantees regarding user ethics and privacy. Therefore, the integration of technology in anti-bullying education must be carried out strategically, based on educational psychology theories such as Social Emotional Learning and Self-Determination Theory, and involve the active participation of the school community. This research provides conceptual and practical contributions in designing technology-based policies and intervention programs oriented towards student well-being.
The Effect of Realistic Mathematics Education Models using Fraction Cards on Improving Elementary School Students' Learning Outcomes in Fraction Multiplication
Fauziyyah, Hana;
Yusup, Rinaldi;
Pahmi, Samsul
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau
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DOI: 10.33578/kpd.v5i1.p98-105
This research is motivated by the low learning outcomes of students in multiplication material. This study aims to determine the effect of the application of the Realistic Mathematics Education model assisted by fraction cards media on student learning outcomes in fraction multiplication material. The RME model was chosen because of the emphasis on contextual and meaningful learning through the connection of mathematical material with everyday life. The study used the Pre-Experiment method with a One Group Pretest-Posttest Design and involved 26 fourth-grade students of SDN Leuwiliang as samples. Data collection techniques used learning outcome tests and observations of student activities. The results showed an increase in student learning outcomes after the application of the RME model assisted by fraction cards, indicated by an average pretest score of 64.62 and a posttest score of 82.88. The results of the Paired Sample t-Test obtained a significance value of 0.001 <0.05, so there was a significant difference between learning outcomes before and after treatment. This finding is proven effective in improving student learning outcomes in fraction multiplication material in elementary schools
Development of the Jepara Culture Encyclopedia (EDIBARA) to Improve Understanding of Cultural Concepts In Elementary School Students
Dwiyanti, Fadia Risqi;
Muhaimin, Muh
Jurnal Kiprah Pendidikan Vol. 5 No. 2 (2026): Jurnal Kiprah Pendidikan | April 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau
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DOI: 10.33578/kpd.v5i2.p114-126
Learning local culture in elementary schools still faces challenges, particularly the limited availability of engaging and interactive learning media, which results in suboptimal student understanding of cultural concepts. Therefore, learning media are needed to help students understand local culture in a more engaging and accessible way. This study aims to develop and examine the feasibility and effectiveness of the Jepara Cultural Interactive Digital Encyclopedia (EDIBARA) as a learning media for elementary school students. This study employed a Research and Development (R&D) method using the ADDIE model. The subjects included media experts, material experts, and 20 fourth-grade students. The instruments consisted of validation questionnaires and pre-test and post-test assessments. Data were analyzed using percentage techniques and the N-Gain Score. The results showed a feasibility level of 83.11% (very feasible) and an N-Gain score of 0.379 (moderate category), indicating an improvement in students’ understanding. Therefore, EDIBARA has the potential to be used as a learning media, although its effectiveness still requires further optimization
A Systematic Literature Review of Canva-Assisted Interactive Learning Media Development in Elementary School Mathematics (2021–2026)
Hariyadi, Mukti;
Prabowo, Ardhi;
Avrilianda, Decky;
Widiarti, Nuni
Jurnal Kiprah Pendidikan Vol. 5 No. 2 (2026): Jurnal Kiprah Pendidikan | April 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau
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DOI: 10.33578/kpd.v5i2.p127-137
This study aims to analyze the development of Canva-assisted interactive learning media in elementary school mathematics through a Systematic Literature Review (SLR) approach. The review was conducted on 10 selected articles published between 2021 and 2026. The articles were selected based on the following criteria: relevance to elementary school mathematics learning, discussion of Canva-assisted media, open-access availability, and valid DOI registration. The article search and selection process followed the PRISMA 2020 guidelines. The data were analyzed descriptively by examining the development models, media formats, mathematics topics, as well as the validity and practicality of the developed media. The findings indicate that Canva-based media were developed in various forms, including digital storybooks, student worksheets, interactive quizzes, e-booklets, and other digital learning media. The topics addressed included data processing, simple fractions, geometry, solid figures, and numbers. In general, all studies reported that the developed media fell into the valid to highly valid category and were practical for use by both teachers and students. These findings confirm that Canva functions not only as a design tool but also as a pedagogical medium with the potential to help students understand mathematical concepts in a more concrete, engaging, and meaningful way.