cover
Contact Name
Eddy Noviana
Contact Email
eddy.noviana@lecturer.unri.ac.id
Phone
+6281365426537
Journal Mail Official
primary@ejournal.unri.ac.id.
Editorial Address
Gedung B1, FKIP Universitas Riau Kampus Bina Widya Km. 12,5 Simpang Baru Panam Pekanbaru Riau Indonesia 28293
Location
Kota pekanbaru,
Riau
INDONESIA
Primary: Jurnal Pendidikan Guru Sekolah Dasar
Published by Universitas Riau
ISSN : 23031514     EISSN : 25985949     DOI : 10.33578
Core Subject : Education,
Primary: Jurnal Pendidikan Guru Sekolah Dasar (Primary: Journal of Elementary Teacher Education) is a peer-reviewed journal on education and teacher training. This journal encompasses original research articles and review articles.
Articles 1,572 Documents
PENGEMBANGAN BUKU DIGITAL SEBAGAI MEDIA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS IV Hiwa Wonda; Martha K. Kota; Chikita Dina Arianti
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9115

Abstract

This article reports the development of a digital book as media to increase fourth-grade elementary school students’ learning motivation in the learning theme 4 sub-theme 2. The research is a development research method with a 4D design (Define, Design, Development, Dissemination) and one group pretest-posttest developmental model. Based on the SBI analysis, the developed digital book developed obtained 4,57, which is in the very feasible category. After using digital books, students’ learning motivation increased to 9.74%. The effectiveness of these digital books in increasing students’ learning motivation after being analyzed is 60.59%, which is categorized as quite effective. It is supported by asignificant percentage in student learning outcomes is 10.96% with a significant value of 0,223. The development of sophisticated technology increasingly should also be updated in the educational context. By utilizing technological development, teachers can design a digital book that can be used as learning media and teaching materials that can be used during teaching and learning activities or used out of the classroom. Digital books are also equipped with animations, videos, and voice recordings so that students can learn independently and have the same learning experience. As regards this, conventional books should be designed innovatively and developed based on technological developments in order to make them more practical, interesting, and able to create a pleasant learning atmosphere. Hence, students can generate and increase their learning motivation.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAME TOURNAMENT BERBANTUAN MEDIA MONOPOLI HIDROSFER TERHADAP HASIL BELAJAR SISWA KELAS V SEKOLAH DASAR Puputri Alda; M. Jaya Adi Putra; Erlisnawati
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.8986

Abstract

This article discusses the effect of applying a team game tournament cooperative learning model assisted by hydrosphere monopoly media on fifth-grade elementary school students learning outcomes. The type of research is quantitative with a quasi-experimental approach in the form of the Nonequivalent Control Group Design. The research was conducted in March-June 2022. The population of the research involved class VA and VB SDN 164 Pekanbaru in theacademic year 2021/2022. The VA class as an experimental class was taught by applying a team game tournament cooperative learning model assisted by the hydrosphere monopoly media. On the contrary, the VB class as a control class was taught by applying a conventional learning model. Data were collected through pretest and posttest to see students’ learning outcomes. Both groups are taught in a pretest to determine students’ initial skill and knowledge scores after being given treatment and taught in a posttest to determine students’ final scores. The hypothesis is tested through the Independent Sample T-test. Based on the data analysis result, the hypothesis testing indicated a significant (2-tailed) result of 0.000. Thus, it indicates a significance value of 0.000 <0.05, which means that there isan effect of the team game tournament cooperative learning model assisted by hydrosphere monopoly media on the fifth-grade elementary school students learning outcomes. Based on the average value of the post-test learning outcomes of the experimental and control classes, students’ learning outcomes in the experimental class are higher than the students’ learning outcomes in the control class.
MENINGKATKAN KREATIVITAS BERPIKIR TINGKAT TINGGI SISWA SD MELALUI MEDIA AUDIO VISUAL BERBASIS STEAM PADA SISWA SD Siti Anisa Fatonah; Khavisa Pranata
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9058

Abstract

This article discusses the improvement of elementary school students’ creativity of high- level thinking through STEAM-based Audio-Visual media. The research was conducted through observation, interview, and documentation. The subjects in the research involved 24 third-grade students of SDS Sa'adatuddarain, which consist of 13 male and 11 female students. The research sample was 24 students selected through a saturated sampling technique. The results indicate that there is an improvement in higher-order thinking skills through STEAM-based audio-visual media for the third- grade students of SDS Sa'adatuddarain. It can be seen from the students who obtained reading mastery average score of 80 in the good category in cycle 1 and cycle 2. Therefore, it is recommended for teachers and students of SDS Sa'adatuddarain to use this STEAM-based audio-visual learning media.
IMPLEMENTATION OF ASI (AUDITORY VISUAL SELF IMPROVEMENT) MODEL THROUGH DIGITAL VISUALIZATION MEDIA FOR LEARNING TO READ POETRY IN ELEMENTARY SCHOOLS Imroatul Mufidah; Shirly Rizki Kusumaningrum; Radeni Sukma Indra Dewi
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9284

Abstract

This article describes the effect of the ASI (Auditory Visual Self Improvement) model through YouTube digital visualization media to improve students’ poetry reading skills in elementary schools. This research is a classroom action research method, which consisted of two cycles. Each cycle consists of planning, action, observation, and reflection. The results of research in each cycle indicate an improvement. Classically, students were declared to have completed 100% of learning in cycle II, because all students in reading poetry achieved 80 or above. This learning completeness is above the KKM target of 80%. Based on these proportions, the criteria for qualitative data assessment are classified as "very good". It shows that ASI (Auditory Visual Self Improvement) learning model assisted by digital visualization media in general can be used as alternative learning to improve students’ poetry reading skills in elementary schools.
IMPLEMENTING DIRECT LEARNING MODEL TO IMPROVE THE BASICTECHNIQUE OF PASSING IN VOLLEYBALL AT GRADE VIISMP NEGERI 18 PEKANBARU Pesta Simanjuntak
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 4 (2021): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v10i4.8447

Abstract

This research was motivated by the result of observations that students had low ability of basic technique of passing in volleyball at grade VII of SMP Negeri 18 Pekanbaru. This study aimed to improve the basic technical skill of passing in volleyball through direct learning model at grade VII of SMP Negeri 18 Pekanbaru. The subjects of this study were 28 students at grade VII of SMP Negeri 18 Pekanbaru. This was classroom action research. The instruments in this research were performance instruments and observation sheets for teacher activities and student activities. Based on the results of the research that has been done, several conclusions were obtained. The initial test of students’ passing ability at grade VII SMP Negeri 18 Pekanbaru obtained an average score of 66.5 (Competent Enough). Then, in Cycle I, the average score of students’ ability increased to 70.9 (competent). In Cycle II, the score increased to 76.8 (Competence) with a percentage of completeness of 100%. Thus, the research hypothesis which was: Direct learning model improved the ability of basic technique of passing in volleyball at grade VII of SMP Negeri 18 Pekanbaru was accepted.
KEMAMPUAN DECODING DAN ENCODING PESERTA DIDIK DALAM HASIL KARYA SENI MENGGUNAKAN MEDIA PHOTO STORY Nurul Hidayah; Sri Nurlina; Prihantini
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

This research reports the problem that comes when art and culture learning subjects are related to drawing activities as a task given by educators for students, which makes a picture artwork with the determined theme, and then the results of the artwork are only collected without follow-up. It is due to the students’ low visual literacy. The research is conducted to determine students' visual literacy skills through visual thinking (encoding) and meaning reconstruction (decoding) in capturing photo story objects. The research method used is a descriptive analysis method with a qualitative research design. The research object is the high-grade students of SDN Sukasari. The instrument is an open questionnaire in the form of questions summarized in a google form and indicator sheet of visual literacy. Based on the research results and analysis, students' visual literacy skills through visual thinking (encoding) and meaning reconstruction (decoding) in capturing illustrated story objects have been seen and implementation for most students has been based on the indicators of visual literacy.
PENERAPAN MODEL PEMBELAJARAN ROLE PLAYING UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA TEMA VIII KELAS SD NEGERI 060934 MEDAN Yuni Rayanti Sinaga; Reflina Sinaga; Sumarlin Mangandar Marianus; Darinda Sofia Tanjung
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9252

Abstract

This article reports students’ learning outcomes applying the role-playing learning model in the theme of the place where I live at class IV of SDN 060934 Medan Johor in the academic year 2021/2022. The research subjects involved the whole fourth-grade students, which consists of 11 male and 11 female students. Data collection techniques used are observation and tests. The results indicate that there is a significant result of students’ learning outcomes on the theme of the Place Where I Live. It is proven from the pretest result that there are four students who completed (18.18%) while 18 students (81.82%) did not complete with an average of 53. In the post-test cycle I there was an increase with 8 students (36.36%) who completed and 14 students who did not complete (63.64%) who did not complete with an average score of 66.3. In the post-test of cycle II, students’ learning outcomes increased to 81.82% from a number of 18 students who completed and 18.18% of four students who did not complete with an average of 84.4. Furthermore, the results of teacher observation in cycle I obtained an average value of 48% and 62% of students’ observations. In Cycle II, the results of teacher observations increased to 82% and 88% of students’ observations. Thus, applying the role-playing learning model can improve students’ learning outcomes on the theme of the place where I live at class IV of SDN 060934 Medan Johor.
HAMBATAN GURU MATEMATIKA DALAM PENERAPAN KURIKULUM 2013 DI SEKOLAH DASAR Refnywidialistuti; Nurhizrah Gistituati; Alwen Bentri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9255

Abstract

A curriculum is an educational design that has a position and influences educational activities. Changes from the KTSP curriculum to the 2013 curriculum influence teachers to experience obstacles to the implementation in the learning process. The 2013 curriculum includes five learning aspects; observation, question, collection, association, and communication. Students have learned mathematics at school. Mathematics learning is one of the learnings that can improve students’ logical thinking, analytical, systematic, critical, innovative, and creative skills, and can make students being cooperative in mathematics learning. This mathematics learning is assumed to be difficult to accept for students. Hence, this research is conducted to identify teachers' difficulties in arranging learning tools and activities. The results indicate that there are three activities in the teaching and learning processes in the 2013 curriculum, they are initial, core, and final activities. In the initial activity, the teacher has difficulty in designing lesson plans and allocating learning time. In the core activity, the teacher has difficulty making students focus on the teaching and learning process. In the final activity, the teacher has difficulty directing and helping students to make conclusions about the learning so it was difficult for the teacher to evaluate the learning proces.
THE EFFECTIVENESS OF PROJECT-BASED WORKSHEETS TO IMPROVE STUDENTS’ NATURAL SCIENCE CONCEPT UNDERSTANDING IN ELEMENTARY SCHOOL Asfa Zulfiyah
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9183

Abstract

Abstract: A teacher still becomes a role model in providing a source of science and knowledge in the classroom in Indonesia up to now. Students become inactive and quickly bored during the learning process. It was due to the teacher’s teaching style that still uses traditional and less innovative. This research attempts to ascertain the effect of project-based worksheets on elementary school students’ natural science concept understanding. The research method uses a post-test-only control design of experimental quantitative research. The population in this research involved the second-grade students of SDI Miftahul Huda. There are two samples, which consist of 24 students of class IIA in the control and 24 students of class IIB in the experimental class. The data analysis used in this research is the independent sample t-test, normality testing, and homogeneity testing. As a result, a sig value (2-tailed) is 0.000 < 0.05, which means H0 is disaccepted and H1 is accepted. In addition, a significant difference between the control and experimental classes was discovered. Thus, project-based worksheets can help elementary school students to improve their understanding of natural science concepts.
TINJAUAN PENGEMBANGAN KURIKULUM IPS DI SEKOLAH DASAR Yulfia Nora; Nurhizrah Gistituati; Alwen Bentri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9249

Abstract

Social science learning education describes the development of the social science curriculum for every school level in Indonesia. IPS learning education and development have a dynamic and polemic history in Indonesia. The review of IPS learning education and development has a historical method that can explain the development of IPS learning education adapted from the pioneers of IPS educational development, America and England, as a reference for IPS learning education in Indonesia. The development of social science learning education in Indonesia is based on the condition of the Indonesian community and government. Hence, it influences the monitoring and revision of the social science learning education curriculum in Indonesia. The research used literature reviews collected based on several journal reviews that are historically grouped based on a review of the social science curriculum use in elementary school. The results indicate that IPS educational education requires the development of technological sophistication that involves the community as an object of social learning education and development. Clearly, the development of social learning education requires the involvement of the current development in line with the sophistication of technology and society to be developed dynamically on social science in Indonesian education.

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