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INDONESIA
Jurnal Pendidikan Dasar Nusantara
ISSN : 24606324     EISSN : 25796461     DOI : -
Core Subject : Education,
Jurnal Pendidikan Dasar Nusantara is an open access journal and published twice a year in January & July that contains research result where never published.
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Articles 277 Documents
Development of an Identification Instrument for Dyscalculia in Early Childhood (Ages 4-6): A Dichotomous Model Three Parameters Logistic Approach in Item Response Theory Kusumah, Indra Praja; Wardhani, M. Kusuma
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 10 No 2 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v10i2.24794

Abstract

This study aims to develop and validate an identification instrument for dyscalculia in early childhood (ages 4-6) using the Dichotomous Model Three Parameters Logistic approach within Item Response Theory (IRT). The research was conducted in two stages. The first stage involved determining dyscalculia indicators in early childhood through a literature review and focus group discussions (FGD) with special education experts. The outcome of this stage was the identification of specific indicators that served as the foundation for developing the instrument's blueprint. The second stage focused on the development and validation of the instrument, which consisted of dichotomous question items in accordance with the chosen IRT model. The instrument validation was carried out by involving experts in early childhood education and special education. The research results showed that the developed instrument has good content validity and can be used as a tool to identify dyscalculia in early childhood. This instrument is expected to assist educators and psychologists in the early detection of children with dyscalculia, enabling earlier intervention.
Application of SAVI Model on Addition and Subtraction Material In Class 2 MI to Improve Student Learning Outcomes Khasanah, Mareta Uswatun; Sari, Kanthi Pamungkas
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.24931

Abstract

This study aims to determine the learning outcomes of grade II students of MI Muhammadiyah Jagalan, Salam District, Magelang Regency using the SAVI (somatic, auditory, visual, intelectuall) learning model based on the ravine board (addition and subtraction) in math learning. The method used in this research is classroom action research, with a sample size of 12 students with sampling using pre-test and post-test. Used as research instruments are teaching modules, observation sheets, and documentation. The results showed the use of the SAVI learning model, giving an influence on student abilities and a significant increase in student learning outcomes in addition and subtraction math lessons. It can be seen in the first cycle percentage of 55.5% and achieved a successful increase in the implementation of the second cycle action of 77.7%.  The use of the abyss board can increase students to be more active in participating in the learning process, such as daring to ask questions, being able to practice with the abyss board media, being able to present the results of work in front of the class, and being able to work together with the group.
The Influence of Using Animated Video Media on Students' Motivation and Understanding in Science Learning in Grade V of SD Negreri 29 Kota Pagar Alam Hopsah, Siti Nur Umi; Dhori, Muhammad; Maria, Lira; Jelita, Yusika Purnama; Pratiwi, Ajeng Julia
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25154

Abstract

This study aims to determine the effect of using learning videos on the motivation and understanding of science concepts of elementary school students. The study was conducted using the Classroom Action Research (CAR) model in two cycles at SD Negeri 29 Kota Pagaralam, involving 30 fifth grade students. The results showed an increase in learning motivation and understanding of concepts after using learning videos. In cycle I, most students did not understand the material well, but in cycle II there was a significant increase in both student participation and learning outcomes. Learning videos have been proven to be able to create a more interesting learning atmosphere and help students understand abstract science material.
Analysis of the Use of Interactive Quizzes in Elementary Schools Wulandari, Retno; Zunaidah, Farida Nurlaila; Sulistiyowati, Tutut Indah
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25337

Abstract

This study aims to analyze the use of interactive quizzes in the learning process in elementary schools. The approach used was descriptive qualitative. The research stages included planning, conducting observations, interviews with teachers and students, distributing needs questionnaires, and reviewing literature from online journals during the 2020–2024 period. Data collection techniques included direct classroom observation, structured interviews, questionnaires, and literature review. The data obtained showed that interactive quizzes such as Bamboozle, Wordwall, and Quizizz have been used in learning, particularly in Indonesian and science subjects. The quizzes were presented in both group and individual formats, with an attractive display that stimulated active student engagement. Teachers stated that interactive quizzes facilitated the delivery of material and improved student understanding. Meanwhile, students felt more enthusiastic and less bored during the learning process. The results of observations and interviews showed that average student grades increased, with scores ranging from 75–95. This finding is supported by literature studies that confirm that interactive media has a positive impact on motivation and learning outcomes. In conclusion, the use of interactive quizzes is an effective and enjoyable learning strategy that can improve the quality of learning in elementary schools.
Developing Science Learning Media: Hainthec Quartet Cards(Harmony in the Ecosystem) Nia, Feriyani Rahman; Khotimah, Khusnul; Hidayat , Taufik
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25346

Abstract

In the science learning of harmony in ecosystem material, students still have difficulty in understanding the abstract concepts in the harmony in ecosystem material. The purpose of this study is to determine the development process, media feasibility and student responses. The research method used is the ADDIE development model (Analyze, Design, Develop, Implement, and Evaluate). The results of the feasibility test of this study by three media experts obtained an average percentage of 89.16% with a very feasible category. The results of the feasibility test by three material experts obtained an average percentage of 93.33% with a very feasible category. The results of the feasibility test by three language experts obtained an average percentage of 90.22% with a very feasible category. The results of the small group student response questionnaire obtained an average percentage of 90.48% with a very feasible category, the results of the large group student response questionnaire obtained an average percentage of 87.74% with a very feasible category and the results of the teacher response questionnaire obtained an average percentage of 92% with a very feasible category, so that the Hainthec quartet card learning media can be used as a learning medium. The conclusion of this study is that the Hainthec quartet card learning media produced received a response that was Very Suitable for use in learning. This is based on assessments by media experts, material experts and language experts as well as responses from small group trial students, large group trial students and teachers. The suggestions of this study are: 1) In the development of the Hainthec quartet card learning media, the media is still made using the usual (free) Canva application. 2) It is necessary to pay attention to suggestions and input from experts. 3) Pay more attention to the material contained in the learning media to minimize errors.
Development of Problem-Based Interactive E-Modules to Improve Learning Outcomes of Grade V Students at SDN 1 Brondong Apsari, Jenita Herga Putri; Agustin, Ina
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25388

Abstract

This study aims to develop and test the feasibility of a problem-based interactive E-Module in improving the learning outcomes of fifth-grade students in the Science subject at SDN 1 Brondong. The background to this research is the lack of student learning outcomes and the limitations of the learning media used by teachers. The approach used is the R&D (Research and Development) method that applies the ADDIE development model, which includes the stages of analyzing problems and needs, product design, product development, product implementation in elementary schools, and finally evaluation. The validation results indicate that the E-Module is considered very feasible with a score of 82% each by material and media experts, and 86% by language experts. The practicality of the media received a very positive response from teachers (96%) and students (96.8%). The effectiveness of the media is proven by an increase in learning scores with a mean N-Gain value of 0.77 or 77%, which is considered high. This electronic module is also accompanied by learning videos and problems, interactive quizzes, which are designed to encourage students to think critically and actively in learning. Based on these findings, the interactive problem-based E-Module is considered very valid, practical, and effective for use as an alternative teaching and learning media to increase the activeness and learning outcomes of students at SDN 1 Brondong.
Development of Digital Comic Strip Media in Indonesian Language Learning to Enhance Critical Thinking Skills Abdullah, Annisa Thalia; Laily , Idah Faridah; Masnun , Moh.
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25397

Abstract

This research is motivated by initial findings from interviews with teachers and students. The aims of this study are as follows: 1) to explore the design of developing digital-based comic strip media, 2) to assess the feasibility of digital-based comic strip media and 3) to evaluate the effectiveness of digital-based comic strip media. The method used is Research and Development (RnD). There are five stages of development in the RnD method based on the ADDIE model: analysis, design, development, implementation and evaluation. The results of the validation tests showed that the digital-based comic strip media received an 80% rating in the media expert validation test, categorizing it as feasible. In the language expert validation test, it received a 94% rating, categorizing it as very feasible and in the material expert validation test, it also received a 94% rating, categorizing it as very feasible. Furthermore, the digital-based comic strip media in indonesian language learning has proven effective in improving students' critical thinking skills, as demonstrated by the N-Gain test, which yielded an average score of 0.87 and an average percentage of 87.48. Therefore, digital-based comic strip media is deemed feasible for implementation and effective in enhancing students' critical thinking skills.
The Effect of Using Pop-Up Book Learning Media on Speaking Skills of Grade IV Students in the Indonesian Language Subject Ihsani, Suciati Tri; Simbolon , Marlina Eliyanti; Prasetio, Pajar Anugrah
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25615

Abstract

The study was conducted to describe the differences in speaking skills of students who use Pop-Up Book learning media with students who use Talking Stick learning media and to describe the differences in improving speaking skills of students who use Pop-Up Book learning media with students who use Talking Stick learning media in the Indonesian Language subject for grade IV. This study was conducted at SD Negeri 1 Winduhaji, Kuningan District, Kuningan Regency using a quasi-experimental research method. The design of this study was a nonequivalent control group design. The subjects of this study were grade IV of SD Negeri 1 Winduhaji which had two classes, namely class IV A (experimental class) consisting of 25 students and class IV B (control class) consisting of 24 students. The data analysis technique used was quantitative analysis obtained from the pretest and posttest results. The data analysis was analyzed using a t-test, from the results of the analysis showed that the two classes had differences in speaking skills and differences in improving speaking skills between students who used Pop-Up Book learning media and students who used Talking Stick learning media. So it can be explained that there is an influence of Pop-Up Book learning media on students' speaking skills. 
Development of Mobile Learning-Based Learning Media for Rhyming Materials at SDIT Wildan Mukholladun Blitar Regency Permadani, Sholihatuzumna Putri; Muzaki, Ferril Irham; Mudiono, Alif
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25656

Abstract

This study aims to develop a poem learning media based on Mobile Learning designed for fifth-grade elementary school students. The method employed is research and development (R&D) using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The media was created using Google Sites and accessed via QR codes, containing learning materials, instructional videos, and assessment tools. Validation by content experts, media specialists, and teachers indicated that the media is highly suitable for use in learning. The results of validation from material experts obtained a percentage of 93.75%, the validation of media experts obtained a percentage of 85%, and validation by users obtained an average percentage of 94.3%. The small-scale practicality trial obtained a percentage of 100%, then the large-scale trial obtained a percentage of 98.8% where p = both were included in the "Very Practical" category. Practicality tests on both small and large scales showed excellent results, with high levels of usability and engagement. The media was found to be effective in enhancing students’ interest and understanding of poem material, while also offering an enjoyable and interactive learning experience.
The Creation of Dance Music "Seven Habits of Indonesian Children" As a Character Education Media Sari, Ayu Titis Rukmana; Wahyudi, Wahyudi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25855

Abstract

Character education is a crucial aspect in developing a young generation with integrity. One innovative approach to character education is through the performing arts, particularly dance music. This study aims to create a dance music piece called "Seven Habits of Indonesian Children" as a medium for character education in early childhood. Through an artistic approach and qualitative-descriptive methods, the creation process is carried out in four stages: exploration, improvisation, and evaluation. This study explores how elements of music and dance can be synergized to instill character values in children. The results show that dance music designed with educational aspects in mind can improve students' understanding and internalization of character values. This work has proven to be a fun, contextual, and effective learning medium in instilling character values through an aesthetic approach.