International Journal of Elementary Education
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Published By Universitas Pendidikan Ganesha

2549-6050, 2579-7158

2021 ◽  
Vol 5 (4) ◽  
pp. 692
Author(s):  
Henny Dewi Koeswanti

Students have difficulty understanding the learning material, which has an impact on students' low abilities. It will have an impact on low student learning outcomes. Many factors cause students difficulty in understanding the learning material. One of the influencing factors is the learning model. This research aims to produce a new learning model development called APACIN, an acronym for the learning syntax Observe, Think, Analyze, Create, and Information. The method used in this research is descriptive qualitative with a case study approach to elementary school students. The result of this study is that the APACIN learning model can provide alternative solutions to learning problems faced by teachers and students. Through this APACIN learning model, teachers and students can interact more, and students individually and in groups can provide solutions to contextual problems discussed in learning. In addition, the application of the APACIN learning model can build critical thinking, creative thinking, reflective thinking, and decision making in students. The APACIN learning model will make it easier for students to learn so that it will impact increasing student learning outcomes.


2021 ◽  
Vol 5 (4) ◽  
pp. 547
Author(s):  
I. G. A. T. Agustiana ◽  
I Nyoman Tika ◽  
Made Citra Wibawa

The use of various models and approaches still shows that students have difficulties understanding science content. This obstacle causes psychological barriers for students, so creative thinking skills are needed. The purpose of this study is to analyze the differences in creative thinking skills between students who follow the Creative Responsibility Based Learning (CRBL) learning model and students who follow the conventional learning model in terms of students' self-efficacy in learning science. This type of research is an experimental study with a Non-Randomized Post-test Only Control Group Design. In this design, the subject is not taken randomly. The number of population members is 184 students. The techniques used to analyze the data are qualitative descriptive analysis, quantitative, and inferential statistics. The result of the research is that the science learning outcomes of students who follow the CRBL learning model are higher than students who follow the conventional learning model with a significance value of 0.044 < 0.005. There is a difference in creative thinking ability between fourth grade elementary school students who have high self-efficacy and low self-efficacy in science learning with a significance value of 0.00 <0.05). There is a significant interaction effect between the learning model and self-efficacy on students' creative thinking skills with a significance value of 0.00 < 0.05). It can be concluded that this learning model provides direct learning experiences to students in building self-efficacy and creative thinking skills in learning basic science concepts so that teachers can apply them.


2021 ◽  
Vol 5 (4) ◽  
pp. 554
Author(s):  
I Gede Astawan ◽  
Ni Made Dyan Anggreni ◽  
Setyo Eko Atmojo ◽  
A. Ardiansyah

Problems in education have always been an essential issue in every country, including Indonesia. Almost all Indonesian students only master the lessons up to level 3 only. Meanwhile, many students from developed and developing countries have mastered lessons up to 4, 5, and even 6. The purpose of this study is to analyze the differences in High Order Thinking Skills (HOTS) between the groups given the Trikaya Parisudha Learning Model (MPTP) and those given the Conventional Learning Model. (MPK). This research is a quasi-experimental with pretest-posttest control group design. The research population is PGSD students in 7 classes. From the 7 classes, 4 classes were selected using random cluster sampling two classes as the experimental group and the other two classes as the control group. MPTP taught the experimental group. Meanwhile, the control group was taught with MPK. The methods used to collect data are observation, interviews, and questionnaires. The instrument used to collect data is the observation sheet. The data analysis technique used is descriptive statistics and inferential statistics. The results showed differences in student HOTS between the group given MPTP and the group given MPK. There is a difference in Critical Thinking Skills between the group given MPTP and the group given MPK. There are differences in Creative Thinking Skills between the group receiving MPTP and the group receiving MPK. It can be concluded that the Trikaya Parisudha Learning Model can improve students' higher order thinking.


2021 ◽  
Vol 5 (4) ◽  
pp. 685
Author(s):  
Husni Sabil ◽  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Muhammad Andika Robiansah ◽  
Muhammad Dewa Zulkhi ◽  
...  

In learning mathematics, 78.5% of students do not understand the material concepts taught by the teacher on geometry material. It is because the media used by the teacher in learning mathematics is not appropriate. Inappropriate media will make it difficult for students to understand the learning material, so that it has an impact on low student learning outcomes. This study aims to analyze the effect of using Geoboard online in improving students' understanding of mathematical concepts in the fourth-grade elementary school's Bangun Datar learning. This type of research uses the Mix method, namely data collection using qualitative and quantitative. Sampling using purposive sampling with a total of 28 students. The research design uses Explanatory Sequential Design. This study involves several variables as research categories, namely Student responses and Concept Understanding. Data analysis used descriptive and inferential statistics. The study results are that the variable of response and Concept Understanding has a significant influence, with a value of sig <0.05, and on each dominant variable in the excellent category, so that online geoboard media affects students' understanding of the flat wake concept. Therefore, Geoboard online media can be used as an alternative learning that is fun and suiTablefor children in elementary school. The implication of this research is to use learning media in helping students understand technology-based concepts.


2021 ◽  
Vol 5 (4) ◽  
pp. 537
Author(s):  
Rini Kristiantari

The learning process that occurs at this time is not optimal. The provision of stimulation to improve children's development is carried out in a straightforward, general way, without enjoyable media stimulation. Students tend to be left to play alone in the schoolyard. It causes students to feel bored in following the lesson. This study aims to develop hand puppets and serial pictures as stimulation media for early childhood. This type of research is development. The research design used research development (R&D) about Borg and Gall with modified stages. The product test subjects studied were kindergarten students individually. The research data was collected using a questionnaire method, then the data collected was analyzed descriptively qualitatively concerning the theory of Miles and Huberman. The results of the media expert test on the five components/indicators rated for serial image media 89.2%, hand puppets 97.2%. The results of the material expert test on five elements/valuable indicators of hand puppets are 100%, and the picture series is 100%. Design expert test results obtained 93% for hand puppets and 80% for serial images. The percentage received shows that both media are feasible to be used to stimulate the growth and development of early childhood language skills. This research implies that teachers can apply the media of hand puppets and serial pictures to increase motivation and learning outcomes of early childhood.


2021 ◽  
Vol 5 (4) ◽  
pp. 612
Author(s):  
Tetty Natalia Sipayung ◽  
Imelda Imelda ◽  
Tatag Yuli Eko Siswono ◽  
Masriyah Masriyah

Mathematics achievement of students in Indonesia is still lower than students in other countries. It is because the creative ability of students is still low. This study aimed to analyze students' creative problem-solving abilities after using realistic math comics videos. This type of research is quantitative research. A quasi-experimental study with a pretest-posttest comparison design was conducted in this study. The population of this study were all seventh-grade students of SMP, which consisted of four parallel classes. The sample was selected using a random sampling technique so that there were two classes of research samples, namely the control class sample and the experimental class sample. This study used a pretest and posttest instrument for creative problem-solving abilities. In this study, the pretest and posttest score data were normally distributed and homogeneous. Based on the research data analysis using the independent sample t-test, it was concluded that there were differences in the creative problem-solving abilities of students who were taught using real math comics videos with groups of students who were taught not to use fundamental math comics videos. So, it can be concluded that the creative problem-solving abilities of students who are taught using real math comic videos are better than those who are not taught using real math comic videos.


2021 ◽  
Vol 5 (4) ◽  
pp. 525
Author(s):  
Ayu Wulandari ◽  
Mohammad Faizal Amir

The low learning outcomes in the equality of fractions material are due to the unavailability of mobile technology game media that can train and explore the pattern of equality of fractions appropriately. This study aims to produce a valid, practical, and effective mobile game for equality of fractions (MoGEF) to improve learning outcomes on equality of fractions material. This study uses research and development methods through analysis, design, development, implementation, and evaluation. The subjects of this study were 29 students in the fourth grade of elementary school. Validity was measured by assessing two experts (mathematical education expert and information technology education expert). Practicality was measured through the results of the student response questionnaire, while effectiveness was measured through the posttest of student learning outcomes after using MoGEF. Data were collected using questionnaires and tests. The validity results obtained an average of 86.06% in the interval of 85.00% 100.00% with completely valid criteria. Practicality obtained an average of 4.659, which is in the interval of 2.50  3.25 with very practical criteria. Effectivenes shows the criteria of 79.83% berada pada interval 70.00%  85.00% dengan kriteria efektif. The effectiveness of the mobile game obtained a significance value of 2.127 > 2.048, which means it can improve the learning outcomes of elementary school students in the equality of fractions material. Therefore, the development of mobile games for equality of fraction is concluded to be very valid, very practical, and effective.


2021 ◽  
Vol 5 (4) ◽  
pp. 631
Author(s):  
Rivan Gestiardi ◽  
Sarwanto Sarwanto ◽  
Chumdari Chumdari ◽  
Ika Maryani

The use of new technology for educators makes it difficult for educators to update existing learning, knowledge skills, and various knowledge. However, the application of technology to the attitude of educators in adopting new technology is joined with the covid-19 pandemic, which requires educators to prepare technology. Technology readiness (TR) becomes a model in preparing technology that characterizes individuals using and adopting new technologies to achieve the desired goals. Perceived usefulness is an essential indicator of the attitude we take in the use of specific technologies. The purpose of this study was to analyze the TR of perceived usefulness in learning in the Covid-19 era. This research focuses on providing a general understanding and awareness of the importance of TR in everyday life. This type of research is quantitative, using univariate analysis and simple linear regression. This research design includes correlational research. The number of samples was 215 students were involved. The data collection tool uses an online questionnaire. The result is that school teacher education students in Yogyakarta have high TR abilities and positively affect perceived usefulness. This research implies that educators or stakeholders realize the importance of TR and technology services by encouraging positive attitudes towards technology to reduce reluctance to use technology.


2021 ◽  
Vol 5 (4) ◽  
pp. 666
Author(s):  
Sri Rahayu ◽  
Arief Rahman Hakim ◽  
Palupi Dwi Yuliana ◽  
Iskandar Ladamay

The lack of use of learning media, especially in thematic learning, causes students to experience difficulties in learning. The need for learning media development in thematic learning to facilitate students in learning. This study aims to develop Pop-Up Book media and find the location and practicality of Pop-Up Book learning media based on integrative thematic learning on Theme 8 Safety at Home and Travel. This type of research is development. The research method used is the ADDIE model. This study consisted of expert validators of learning media, content expert validators, class teachers, and students. The data collection instruments used in this study were questionnaires and expert judgment. The data used in this study is a feasibility analysis and practicality analysis. The data analysis technique used is descriptive qualitative and quantitative analysis. The study results indicate that this learning media has gone through systematic stages of development research. Based on the validation of material experts, media experts, practitioners, and students, the Pop-Up Book's quality was very good. The Pop-Up Book learning media development is feasible, practical, and attractive to be used as a learning medium in Class 2 thematic learning. The Pop-Up Book media can facilitate students in learning so that it impacts increasing student learning outcomes.


2021 ◽  
Vol 5 (4) ◽  
pp. 574
Author(s):  
Widi Wulansari ◽  
Linda Dwiyanti

In recent years, fun learning methods have almost disappeared from school classrooms. In addition, there is a reduction in active and creative playtime so that students feel bored. This study aims to build (C5) simple mathematical concepts with the traditional game Dakon and Snakes and Ladders in developing numeracy skills in children with high and low order thinking abilities. The type of research used is quasi-experimental research (quasi-experimental) with a 2x2 factorial design. The subjects in this study were 60 children in group B. The data collection techniques used in this study were tests and observations. The instrument used is a test question, and the observation sheet uses five indicators to measure the ability to count ata analysis using Two Way ANOVA test. This research aims to build a simple mathematical concept with traditional dakon games to develop numeracy skills in children with higher-order thinking skills, which gives better results than the traditional snake and ladder game with a Mean Difference value of 1.533 and a Significance value of 0.0001. Building simple mathematical concepts with traditional dakon games to develop numeracy skills in children with low-level thinking abilities gave better results than the traditional snake and ladder game with a Mean Difference value of 2.867 and a Significance value of 0.0001. Thus, it can be concluded that the traditional dakon game is very well used to build simple mathematical concepts, especially numeracy skills.


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