cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota kediri,
Jawa timur
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.
Arjuna Subject : -
Articles 293 Documents
Web Genially Gamification: Development of Joyful Learning Media to Improve Literacy and Numeracy Learning Outcomes of Elementary School Students Kusumaningrum, Shirly Rizki; Faizah, Siti; Rufiana, Intan Sari; Jemeo, Maria Kurniati; Khusniah, Navik; Andini, Fahrany Wahyu; Khasanah, Kholidatul; Nurlaili, Amaliya Islami; Herawati, Megania; Dewi, Radeni Sukma Indra
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27273

Abstract

This study aims to develop Genially Web-based Gamification learning media within the framework of Joyful Learning to improve elementary school students' literacy and numeracy learning outcomes. The method used is Research and Development (R&D) with the Lee & Owens model, which includes the stages of analysis, design, development, implementation, and evaluation. Validation was carried out by subject matter experts and media experts, while practicality was tested by teachers and students. Effectiveness was tested through a one-group pretest and post-test design. The results showed that the Genially-based learning media obtained a highly valid rating from subject matter experts (88.33%) and media experts (82.5%). The practicality test received a very good response from teachers (90%) and students (97.39%). In addition, students’ learning outcomes in both literacy and numeracy domains showed a significant improvement. The average literacy score increased from 68.12 (pretest) to 88.74 (post-test), while the numeracy score increased from 66.22 to 89.38, resulting in an overall average N-Gain of 0.667 (medium–high category). These findings confirm that the integration of gamification through Web Genially creates a fun, interactive, and effective learning experience that simultaneously strengthens literacy comprehension and numeracy problem-solving skills among elementary school students.
Implementation of Differentiated Learning in Science Learning to Improve Learning Activities and Learning Outcomes in Elementary School Students Firda, Rahmania; Erdiana, Mila; Rahmasari, Novianti Tri
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27576

Abstract

This study aims to improve student activity and learning outcomes in Static Electricity material. The differentiated learning strategy used is to link the characteristics of learning styles consisting of visual, auditory and kinesthetic in group formation and assignment giving. The method used in this study is classroom action research consisting of cycle I and cycle II. This study was conducted in SDN 253 Gresik class VI with 20 students. Student activity data was measured using an observation sheet consisting of six aspects of activities whose values ​​and learning outcomes were measured using a written test. The results of the study using differentiated learning strategies in cycle I showed an average percentage of learning activities of 78% and an average value of learning outcomes of 70.75 where there were 9 students who completed and 11 students did not complete, while learning in cycle II showed an average percentage of learning activities of 90.83% and an average value of learning outcomes of 93.75 where there were 2 students who did not complete and 18 students completed. Based on the results of the analysis data, it shows that the implementation of differentiated learning on the material Static electricity can increase the activity and learning outcomes of class VI students at SDN 253 Gresik.
Kaseba on Plane Shape Material to Improve Elementary School Students' Learning Outcomes Kurnia, Ita
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27669

Abstract

This study aims to measure the improvement in student learning outcomes after using the Kaseba (Polygonal Bag) learning media, determine the level of media effectiveness based on learning completeness, and determine the percentage of positive student responses in learning mathematics on plane geometry material. The study used a quasi-experimental method with a One Group Pretest–Posttest design involving 30 fourth-grade students from two elementary schools. The instruments used included a learning outcome test and a student response questionnaire. The results showed a significant increase in learning outcomes, indicated by an increase in the average score from 55.93 in the pretest to 91.43 in the posttest, with an N-Gain score of 0.81 which is included in the high category. Classical completeness reached 100%, so the Kaseba media was declared very effective for use in learning. In addition, the questionnaire results showed a student response of 90% with a very positive category, indicating that the Kaseba media is interesting, easy to use, and helps understand the concept of plane geometry concretely. Overall, this study concludes that Kaseba media is effective in improving learning outcomes, meeting classical completeness, and receiving positive appreciation from students, so it is worthy of being recommended as an alternative mathematics learning media in elementary schools.
Development of Snake-D Ladd-Up Media Based On East Java Culture to Improve Cultural Literacy of Grade IV Elementary School Students Wardhani , Intan Susetyo Kusumo; Teristiana, Teristiana
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27680

Abstract

Cultural literacy plays an important role in supporting students in understanding and appreciating cultural diversity, traditions, and societal values. Based on observations and interviews with fourth-grade teachers, it was found that the social studies learning media used lacked variety, especially in the material on regional cultural diversity, resulting in suboptimal delivery. This study aims to describe the initial condition of fourth-grade students' cultural literacy, design the Snake-D Ladd-Up media based on East Javanese culture, and test the implementation, validity, and effectiveness of the media in improving cultural literacy. This study used the Research and Development (RnD) method with the ADDIE model approach. The research instruments included interviews, observations, material validation questionnaires, media, language, practitioners, and tests validated using the Aiken v construct. The sample was determined using a purposive sampling method, involving fourth-grade students from four elementary schools. The results showed that the Snake-D Ladd-Up media was very valid with 96% of experts' scores and very practical with 94% of practitioners' scores. The average pretest and posttest results showed a significant increase from 53 to 83 on a small scale and from 55.17 to 89.15 on a field scale. Therefore, the Snake-D Ladd-Up media has been proven to help make the learning process more enjoyable, facilitate explanations, and its use does not require extensive preparation.
Internalization of Character Values of Panji Asmarabangun and Galuh Candra Kirana In Elementary School Students Imron, ilmawati Fahmi; Supriyono, Supriyono; Arifin, Slamet
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27727

Abstract

This study aims to 1) analyze the character values ​​contained in the characters of Panji Asmarabangun and Galuh Candra Kirana, 2) identify the process of internalization of the character values ​​of Panji Asmarabangun and Galuh Candra Kirana in grade 5 students of MIN 1 Kediri City 3) describe the supporting factors and obstacles to learning with teaching materials of Panji Asmarabangun and Galuh Candra Kirana folk tales. This study uses a qualitative descriptive approach with data analysis techniques of data reduction, data presentation, drawing conclusions and verification. Learning using Panji Asmarabangun and Galuh Candra Kirana folk tales has a strong impact on instilling character values ​​in grade 5 students of MIN 1 Kediri City, such as the values ​​of honesty, responsibility, courage, perseverance, loyalty, and emotional control. Support from learning with Panji Asmarabangun and Galuh Candra Kirana folk tales is using video learning media and teaching materials in the form of short novels, then the obstacle is the limited time to teach in depth and comprehensively.
QR Code-Based Smartbox Media Innovation: Encouraging Generation Alpha to Improve Learning Outcomes Fadhillah, Eva; Pratiwi, Emy Yunita Rahma
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27741

Abstract

This study aims to develop a QR Code-based Smartbox media and determine the level of validity, practicality, and effectiveness of QR Code-based smartbox media in improving the learning outcomes of the Alpha generation in Pancasila Education learning. This study uses a research and development method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were second-grade elementary school students in three schools, namely SDN Badas 2 Kediri, SDN Plandi 1 Jombang, and SDN Sengon Jombang. The research instruments included expert validation sheets, teacher and student response questionnaires, and learning outcome tests in the form of pretests and posttests. Data analysis was carried out using descriptive and quantitative analysis, including paired samples t-tests and N-Gain analysis. The results showed that the QR Code-based Smartbox media was declared valid and practical, and effective in improving student learning outcomes. This was indicated by the significance value of the t-test results which was smaller than 0.05. Thus, QR Code-based Smartbox media is suitable for use as an alternative innovative learning media that is in accordance with the characteristics of the Alpha generation and supports the implementation of student-centered learning.
The Influence of The Cooperative Learning Model Assisted by Interactive PowerPoint On The Learning Outcomes of Science In The Material of Kingdoms In The Archipelago for Grade IV Elementary Schools Azizah , Farida Nur Rodhiyatul; Rochmania, Desty Dwi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27781

Abstract

Science learning on history material, especially about kingdoms in the Indonesian archipelago, still shows a gap between the philosophical objectives of the curriculum and its implementation in the classroom. One effort to improve student learning outcomes is to implement the Cooperative Learning model supported by interactive PowerPoint. This study aims to test the effect of the use of this media-assisted model on the learning outcomes of fourth-grade students on the material of kingdoms in the Indonesian archipelago. The method used was a quasi-experimental design with a nonequivalent control group. The research sample consisted of 47 students and was taken through a total sampling technique. Data analysis was carried out through descriptive statistics, the N-Gain test, and inferential analysis. The test results showed a significance value <0.001 which is smaller than 0.05, so it can be concluded that the application of the Cooperative Learning model assisted by interactive PowerPoint has a significant effect in improving student learning outcomes in science learning on the material of kingdoms in the Indonesian archipelago.
Development of Creative Thinking Instruments On The Material of Changes In The Form of Objects In Elementary Schools Rinjani, Arum Dewi; Azhari, Cindy Putri Ranny; Ratri, Diana Madya; Athallah, Eal Ednov; Thohir, M. Anas
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27895

Abstract

This study aims to develop an assessment instrument for creative thinking skills on the material of changes in the state of matter for elementary school students. The study used a research and development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The instrument was compiled based on four indicators of creative thinking, namely fluency, flexibility, originality, and elaboration. In the initial stage, 21 items were developed which were then validated by four validators using Aiken's V and tested for inter-rater reliability using the Intraclass Correlation Coefficient (ICC). The results of content validity showed that 10 items met the valid criteria with an Aiken's V value ≥ 0.92. The inter-rater reliability test showed that the ICC value for each indicator was in the reliable to very reliable category, with a value range between 0.846 and 0.901, which indicated good consistency in inter-rater assessment. The selected instrument was then empirically tested on 27 elementary school students. The results of the empirical validity test using Pearson Product Moment correlation showed that 9 out of 10 questions were declared valid with a rT value of > 0.381. Furthermore, the empirical reliability test using Cronbach's Alpha showed a reliability value in the sufficient category, with a coefficient ranging from 0.427 to 0.570. Based on these results, the creative thinking instrument developed was declared suitable for use as an evaluation tool for students' creative thinking abilities in science learning on the material of changes in the state of objects in elementary schools.
The Influence of Pop-up Card Media on Students' Learning Abilities in Science Learning at the Kampung Bharu Malaysia Learning Center Azhara , Rizki Diah Ayu; Nasution , Ismail Saleh
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27921

Abstract

This study aims to determine the effect of using Pop up card media on students' learning abilities in science learning at the Kampung Bharu Learning Center, Malaysia. The background of this study is based on the low learning abilities of students caused by the lack of variation and effectiveness of learning media, so that learning tends to be abstract and less interesting. This study uses a quantitative approach with a quasi-experimental design in the form of One Group Pretest-Posttest Design. The subjects of the study were all 9 students of grade IV of the Kampung Bharu Learning Center, Malaysia, with a sampling technique using saturated sampling. The research instrument was a learning ability test given before (pretest) and after (posttest) treatment. Data were analyzed using the Shapiro-Wilk normality test and paired sample t-test hypothesis test with the help of SPSS version 25. The results showed that the average value of students' learning abilities increased after the application of Pop up card media, from an average pretest value of 10.11 to an average posttest value of 11.44. The results of the hypothesis test showed a significance value (Sig. 2-tailed) of 0.001, which is smaller than the significance level of 0.05, so H₀ is rejected and H₁ is accepted. Thus, it can be concluded that the use of Pop-up card media has a significant effect on students' learning abilities in science learning. Pop-up card media has been proven to be able to present material visually and concretely, increase learning motivation, and encourage active student involvement during the learning process.
Transforming the Arts Education Curriculum as a Strategy for Strengthening 21st-Century Competencies: A Comparative Study of Indonesia and Singapore Sari, Ayu Titis Rukmana; Wahyudi, Wahyudi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27974

Abstract

Arts education serves to foster students' creativity and visual skills, collaboration, and reflective abilities for the development of 21st-century competencies. Southeast Asian countries use different methods to improve arts education amidst the era of globalization and digital transformation. Singapore emphasizes outcomes aligned with 21st-century competencies (21CC) and systemic support from the education ecosystem, while Indonesia emphasizes local cultural values ​​and character building through the independent curriculum. The purpose of this study is to compare arts education curricula in Indonesia and Singapore with a focus on four main dimensions: philosophy, structure, implementation, and evaluation. This research was conducted through a qualitative approach combined with a comparative study design. Primary data came from official policy documents, such as the Independent Curriculum (Indonesia) and the MOE Arts Syllabus 2024 (Singapore), while secondary data came from scientific literature related to 21st-century arts education. The results show that the philosophy and structure of the curriculum differ significantly. The independent curriculum emphasizes flexibility and local wisdom, allowing for pedagogical innovation, but faces differences in school competency levels. In contrast, Singapore's curriculum is more consistent in its implementation because it is systematic, tiered, and integrated with 21CC, and supported by institutional collaboration and digital technology. Singapore emphasizes authentic assessment, portfolios, and process rubrics, while Indonesia continues to rely on conventional assessments, which can be strengthened with standardized rubrics and teacher training. These findings confirm that alignment between the philosophy, structure, implementation, and assessment of the curriculum determines the effectiveness of arts education in developing 21st-century competencies.