IJPSE : Indonesian Journal of Primary Science Education
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Published By Universitas Hasyim Asy'ari Tebuireng Jombang

2775-0264, 2746-1394

2021 ◽  
Vol 2 (1) ◽  
pp. 29-35
Author(s):  
Muhammad Ilyas Habibulloh ◽  
Muhammad Nuruddin

This study aims as a way to determine the effect of the recitation method on learning outcomes of events in life that focuses on sub-theme 2 national events about the proclamation of independence day at SDN Gongseng 1 Jombang. As we know that the average learning process in schools is still centered on the teacher himself. By using the right application, it is certain that it will have a good impact on the quality of education. The lack of student interest in the methods taught by the teacher had a significant impact. In the process of working on questions, for example, students are less able to understand what is conveyed by the teacher who is able to provide a learning process whose substance is carried out by selecting the appropriate method. This research is pre-experimental research design, in the form of one-group pretest-posttest. The sample of this study consisted of 9 boys and 10 girls totaling 19 students who were in the experimental class. In the academic year 2021, it can be seen that the results of the pretest and posttest data of students by using the recitation method have sig. 0.000 < 0.05. From these results, it can be concluded that the effect of recitation has an influence on classroom learning by using conventional methods.


2021 ◽  
Vol 2 (1) ◽  
pp. 19-28
Author(s):  
Ifa Dwi Aurelia ◽  
Ratih Asmarani

One of the use of learning media is to deliver the material from teacher to students. There are many types of learning media that can be applied to learning activities, especially at the primary school. In the era of technology, there are many new habits in life especially for primary school. Therefore, it is necessary to strengthen the material for primary school students about the value of goodness contained in regional arts. This research is included in research and development which will later obtain the results of a teaching material in the form of a Pop up book learning media by using Jombang's art figures. In addition to obtain a learning media, this research also aims to determine the process, implementation, and quality of the media. The research process was carried out in accordance with the steps in the 4-D model from Thiagarjan which had been modified by researchers without dissemination stage. In the development process, the researcher obtained 94.35% from material and media experts. While at the implementation stage, the researcher obtained 85.89% from the average score given by media users. Then 87.01% for the quality score which is the average of the process and implementation stages which indicates that the media developed by researchers is included in the category of very valid and feasible to be used without the need for improvement.


2021 ◽  
Vol 2 (1) ◽  
pp. 36-45
Author(s):  
Rahayu Winingsih

The purpose of this study is to find out the improvement of elementary school students' learning achievement through the medium of picture word cards. The problem in this study is still the low learning achievement of students seen from the initial test of learning achievement. This research took place in class I SDN Babatan IV/459 Surabaya. The school is located at Jalan Raya Menganti Babatan Wiyung District of Surabaya City. The research time was carried out in semester 1 (odd) in October of the 2020/2021 School Year. The subject of this study was a student of class I SDN Babatan IV /459 Surabaya which amounted to 28 students. This research design is class action research (PTK) through stage flow (planning, research action, data collection and data analysis) carried out with two cycles. The result of this study is an increase in student learning achievement in each lesson cycle with a minimum completion criteria (KKM) of 70, cycle I completed learning of 15 students or 60% of students who have achieved the minimum completion criteria with an average score of 72.95. While cycle II has increased, 28 students completed their studies or 100% of students have achieved the minimum completion criteria with an average score of 85.4.


2021 ◽  
Vol 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


2021 ◽  
Vol 2 (1) ◽  
pp. 11-18
Author(s):  
Halimatus Sa'diyah ◽  
Emy Yunita Rahma Pratiwi

Online learning began in early March 2020. With this online learning, most parents complained when online learning began. Because many students are angry, and yell at their parents when they are told to study, even when there is a test they don't want to study at all. This study aims to determine how big the level of student learning motivation during online learning at SDN Puton, Diwek District, Jombang Regency. This study uses quantitative methods in processing the data using samples. The sample used in this study was grade 6 students, totaling 32 students. In this study using data collection techniques in the form of questionnaires and documentation. Questionnaires are aimed at students to find out about their learning motivation, and documentation aims to obtain information about student data, student learning outcomes and a brief history of the establishment of the school, the school's vision and mission, school conditions and so on. The results in this study can be concluded that there is a significant effect of online learning on the level of student motivation. Where the significant value of tcount (5% = 170.592) is greater than ttable (0.361) and at a significant level of 0.000 less than 0.05 so it can be concluded that in the alternative hypothesis research Ha is accepted and Ho is rejected. This means that there is a very large influence of online learning on learning motivation in grade 6 students at SDN Puton, seen from the calculation of the coefficient of determination of 85% of the influence. Keywords: Influence, online learning, motivation


2021 ◽  
Vol 2 (1) ◽  
pp. 84-89
Author(s):  
Leni Irmawati ◽  
Hawwin Fitra Raharja

Education is the most important factor in determining one's future. With education, it can help humans to think about following developments in the modern era as it is today. It is the same as helping students think critically. As happened at SDN Kaliwungu 2 Jombang, teaching and learning activities that do not use media make students feel bored when studying and find it difficult to improve students' critical thinking. The purpose of this study was to determine the effect of interactive multimedia on students' critical thinking on the material of human interaction with the environment and its effect on social development in fifth grade elementary school. This type of research is a quantitative experiment through a one group pre test post test design. The population of the study were all students of class V SDN Kaliwungu 2 Jombang, which amounted to 20 students, according to the results of data analysis showing that the lowest pretest score was 32 and the highest score was 88 with an average of 61.20 while the lowest posttest score was 56 and the highest score was 92 with an average of 75.80, based on calculations showed an increase after learning to use interactive multimedia. These results indicate that there is an influence on the creativity of critical thinking in social studies learning in class V at the elementary school level.


2021 ◽  
Vol 2 (1) ◽  
pp. 61-67
Author(s):  
Reza Ayatulloh Masduki ◽  
Muhammad Nuruddin

This study aims to determine the influence of 3-dimensional image media to improve learning outcomes of social studies concepts with beauty of togetherness traditional clothing theme in grade four at SDN Kaliwungu II, Jombang. This study uses a quantitative approach. - Posttest. The population in this study were all students of grade 4 at SDN Kaliwungu II, totaling 21 students. The problem in education is that the learning that is carried out is less attractive, meanwhile the educators are required to be creative in improving the quality of education such as using media in learning. The results of the study can be seen from the t test (paired t test) obtained t_count (6,3814) > t_table (2,0859.). The results of the research on the application of image media obtained 82%, which is very good. From these results, it can be stated that there is an effect of using 3- dimensional image media to improve learning outcomes of social studies concepts with beauty of togetherness traditional clothing theme in grade four at SDN Kaliwungu II, Jombang 


2021 ◽  
Vol 2 (1) ◽  
pp. 90-98
Author(s):  
Uswatun Khasanah ◽  
Emy Yunita Rahma Pratiwi

The role of learning media in the learning process is an integral part that cannot be separated from the world of education. The important role of the media is very influential on the learning outcomes of students in the classroom. Through interviews and observations with class teachers, it was found that there were problems that existed at SDIT Darul Falah, one of which was the use of media in the classroom infrequently. From the results of these observations and interviews, researchers had the opportunity to develop an audiovisual media using a sparkol videoscribe-based whiteboard animation. This study aims to develop learning media and determine the development of the R2D2 model which has been modified by the researcher according to the needs with the define, and design and development stages. The data analysis technique to assess validity was calculated by finding the final score and its relevance to the Likert scale, while the analysis of student test data was calculated by looking for DSI (individual absorption), RK (class average), and KBK (classical mastery learning). Students are said to be able to absorb learning and learning is said to be successful if the final results of DSI and RK are above 68 (KKM SDIT Darul Falah). Based on research that has been done, the results of this development product are published in 3 versions, namely by web, CD (compact disk), and also on youtube. The results of field trials through the use of sparkol videoscribe-based media can be said to be valid with an overall average of 89.5. Then the learning outcomes of students with an average of 77.5, the number of students completed with a percentage of 88.9%.


2021 ◽  
Vol 2 (1) ◽  
pp. 99-106
Author(s):  
Puja Maulana ◽  
Ratih Asmarani

Indonesia has a variety of cultures including traditional dances that students must know and which need to be socialized in learning. This socialization is carried out through education that is packaged as attractively as possible, namely media in the form of games (board game), especially for students. This study aims to introduce and memorize the dance culture of Indonesia in fifth grade at the elementary school level. To find out how the process of media development and how the quality of the media. This research is a type of ADDIE model research proposed by Tegeh which consists of four stages, includes analyze, design, implementation, and evaluation stage. The research subjects were fifth grade elementary school students in the academic year 2021/2022, based on field trials the results of expert validity research were in the very valid category with an overall average of 89%. The results of these student responses show a total score of 47 out of a maximum total score of 52. After being analyzed and presented as a percentage, the score is 90% with a very valid category. Based on field trials, researcher conducted tests on students with the results of classical learning completeness as much as 86%. Based on the results of data analysis in general, it can be concluded that SBdP learning using the Board Game media that has been developed greatly supports the learning process. With this, it can also be seen from the number of students who have completed the trial test on the material about traditional dance in Indonesia.


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