International Journal of Elementary Education https://ejournal.undiksha.ac.id/index.php/IJEE <hr /> <table class="data" width="100%"> <tbody> <tr valign="top"> <td width="20%">Journal title</td> <td width="80%"><strong>International Journal of Elementary Education</strong></td> </tr> <tr valign="top"> <td width="20%">Initials</td> <td width="80%"><strong>IJEE</strong></td> </tr> <tr valign="top"> <td width="20%">Abbreviation</td> <td width="80%"><strong>International j.of Elementary Education</strong></td> </tr> <tr valign="top"> <td width="20%">Frequency</td> <td width="80%"><strong>Four issues per year </strong></td> </tr> <tr valign="top"> <td width="20%">DOI</td> <td width="80%"><strong>prefix 10.23887/ijee</strong><strong><br /></strong></td> </tr> <tr valign="top"> <td width="20%">Print ISSN</td> <td width="80%"><a href="https://issn.brin.go.id/terbit/detail/1487811540" target="_blank" rel="noopener"><strong>2579-7158</strong></a></td> </tr> <tr valign="top"> <td width="20%">Online ISSN</td> <td width="80%"><strong><a href="https://issn.brin.go.id/terbit/detail/1487230389" target="_blank" rel="noopener">2549-6050</a></strong></td> </tr> <tr valign="top"> <td width="20%">Editor-in-chief</td> <td width="80%"><a href="https://www.scopus.com/authid/detail.uri?authorId=57205352328"><strong>I Gede Margunayasa</strong></a></td> </tr> <tr valign="top"> <td width="20%">Publisher</td> <td width="80%"><a href="https://ejournal.undiksha.ac.id/index.php/JET/manager/setup/undiksha.ac.id"><strong> Universitas Pendidikan Ganesha</strong></a></td> </tr> <tr valign="top"> <td width="20%">Organizer</td> <td width="80%"> <table class="data" width="100%"> <tbody> <tr valign="top"> <td width="80%"><strong>Faculty of Education - Undiksha</strong></td> </tr> </tbody> </table> </td> </tr> </tbody> </table> <hr /> <p><strong>International Journal of Elementary Education (IJEE)</strong> is a high quality open access peer reviewed research journal that is published by cooperatiion between <a title="LPPM Undiksha" href="http://lppm.undiksha.ac.id/" target="_blank" rel="noopener"><strong>Institute of Research and Community Services of Universitas Pendidikan Ganesha</strong></a> and <a href="https://adpgsdindonesia.org/" target="_blank" rel="noopener"><strong>HDPGSDI (Himpunan Dosen Pendidikan Guru Sekolah dasar Indonesia)</strong></a>. IJEE is providing a platform for the researchers, academicians, professional, practitioners and students on educational research that contributes to the understanding, development theory, the scientific concept and its application to elementary education in Indonesia.</p> Universitas Pendidikan Ganesha en-US International Journal of Elementary Education 2579-7158 <div><p>Authors who publish with the <strong>International Journal of Elementary Education </strong>agree to the following terms:</p><ol><li>Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution License (CC BY-SA 4.0)</a> that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal. </li><li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li><li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. (See <a href="http://opcit.eprints.org/oacitation-biblio.html">The Effect of Open Access</a>)</li></ol></div> Positive Factors of Student Learning Orientation in Improving Student Understanding and Learning Outcomes https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/73050 <p>The low results of learning mathematics from year to year give rise to students' perception that mathematics is a difficult subject. This needs to be researched to analyze the relationship between mathematics learning attitudes, anxiety, and habits, and evaluate additional mathematics learning outcomes. Quantitative research method with a survey approach. The research subjects were 253 people using random sampling. The data collection technique uses an instrument adapted from Learning Orientation which includes attitudes, attention, and study habits totaling 52 items. The analysis technique uses correlation and regression with SPSS version 26.0 software. The research results show that attitudes, habits, and anxiety are positively and significantly related to learning. Learning anxiety has a moderate relationship, while attitudes and study habits have a weak relationship with increasing learning achievement. Another finding is that learning anxiety is the main predictor of additional material, compared to attitudes and study habits. In conclusion, learning orientation is one of the factors that plays a very important role in determining the level of student learning achievement. This contribution provides information that students who have a positive attitude in learning show good study habits, therefore the teacher's role is needed to build a positive attitude.</p> Pikir Wisnu Wijayanto Ertati Suarni Loso Judijanto Putri Zalika LM Kesuma Nuril Huda Copyright (c) 2024 Pikir Wisnu Wijayanto, Ertati Suarni, Loso Judijanto, Putri Zalika LM Kesuma, Nuril Huda http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.73050 Canva-based Smart Apps Creator Media to Enhance Comprehension Skills of Informational Text for Third-Grade Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77090 <p>Learning media, as a tool for delivering information from teachers to students, aims to facilitate the teaching and learning process in school. Smart Apps Creator is a software with several advantages for developing interactive learning media, one of which is with the assistance of Canva application as its online design application. This research aims to create Canva-based Smart Apps Creator media to enhance the ability to understand the content of information texts in third-grade elementary schools. The research method used is Research and Development (R&amp;D) based on Sugiyono's research with the Borg &amp; Gall development model modified into eight stages, namely: potential and problems, data collection, product design, design validation, design revision, product testing, product revision, and usage testing. This research utilizes data collection techniques through tests and non-tests. The data analysis techniques used include both qualitative and quantitative data analysis. The material expert validation result obtained a percentage of 90%, and the media expert validation obtained a percentage of 92%, both categorized as "highly feasible." Using Canva-based Smart Apps Creator media in learning activities is quite effective through N-gain testing, with students' learning outcomes reaching 0.66 (65.6%), and the average pre-test score increased from 55 to 83 during the learning process (post-test). From these results, the Canva-based Smart Apps Creator media is declared highly suitable for learning and sufficiently effective in improving the ability to comprehend the content of information texts in Indonesian language classes for third-grade elementary school.</p> Ghaida Tsurayya Al Haq Nugraheti Sismulyasih SB Panca Dewi Purwati Copyright (c) 2024 Ghaida Tsurayya Al Haq, Nugraheti Sismulyasih SB, Panca Dewi Purwati http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77090 Articulate Storyline 3 Media to Improve Learning Outcomes in Natural and Social Sciences Subjects in Fourth-Grade Elementary School https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77655 <p>The lack of utilization and varied use of learning media means that student learning outcomes have not been achieved optimally in Natural and Social Sciences subjects in grade IV elementary schools. This research aims to create a product in the form of Articulate Storyline 3 which is used as a learning medium for Natural and Social Sciences subjects, and material about cultural diversity in Indonesia. The type of research used is Research and Development with the ADDIE development model. The subjects in this research included media experts, material experts, teachers, and 28 fourth-grade elementary school students. Data collection in this research took the form of test techniques and non-test techniques. Test techniques use pretest and posttest, while non-test techniques use observation, interviews, questionnaires, and documentation. Furthermore, the data analysis techniques used were the normality test, t-test, and N-Gain test which were processed using the SPSS 23 application. The N-Gain test in small-group trials and large-group trials obtained values ​​of 0.60 and 0.64 in the medium category, so it was concluded that there was an increase in the average student pretest and posttest scores. Thus, this research concludes that the Articulate Storyline 3 media is very suitable and effective for use in improving student learning outcomes on cultural diversity material in Indonesia in class IV elementary schools.</p> Chandra Tri Pambudi Ika Ratnaningrum Copyright (c) 2024 Chandra Tri Pambudi, Ika Ratnaningrum http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77655 The Mentimeter Media-Assisted Problem-Solving Model on Elementary School Students' Creativity and Learning Outcomes https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/78210 <p>Indonesian language education in elementary schools requires innovative pedagogical interventions due to major challenges such as student disengagement, suboptimal learning outcomes, and a lack of creativity development. This research aims to analyze the effect of differences in student learning outcomes between those taught using problem solving assisted by mentimeter media and using an expository approach in learning Indonesian. This research uses a quasi-experimental design with a non-equivalent control group design. The research population consisted of all fifth grade students at elementary schools in Sewon Bantul, with a sample of 87 students selected using a purposive cluster random sampling technique. The sample was divided into two groups: the experimental group (44 students) who used the problem-solving learning strategy assisted by Mentimeter media, and the control group (41 students) who used an expository approach. The research instrument used was a test, and data analysis was carried out using descriptive analysis and inferential statistical analysis using the paired sample t-test and the independent sample t-test. The results of the research show that the use of problem-solving learning strategies assisted by mentimeter media has a significant influence on increasing student creativity (0.000 &lt; 0.05) and student learning outcomes (0.000 &lt; 0.05). Apart from that, there are significant differences in creativity and learning outcomes between groups of students taught with problem solving assisted by Mentimeter media and an expository approach to learning Indonesian (0.000 &lt; 0.05).</p> Claudion Kanigia Sare Bambang Saptono Mella Indra Handayani Mitha Dwi Anggriani Copyright (c) 2024 Claudion Kanigia Sare, Bambang Saptono, Mella Indra Handayani, Mitha Dwi Anggriani http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.78210 The Positive Impact of Game-Assisted Project Based Learning Model on Students’ Critical Thinking Ability in Mathematics Learning https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/70036 <p>Anxiety and difficulty understanding the material in mathematics learning in children results in a decrease in children's critical thinking abilities. The aim of this research was to analyze the application of the pure PjBL model and the game-based PjBL model to children's critical thinking abilities. This research was a type of quantitative research with experimental methods. The research design used was Mathing Pretest Posttest Control Group Design. The population of this research was between grades 1-6. The sample for this research is 32 grade 5 students divided into 2 classes, namely the control class and the experimental class. The method used to collect data was observation and tests. The instrument used to collect data was a question sheet. The data analysis technique was carried out using the t test and anova test using the SPSS 25 application. The results of the analysis were the pure PjBL model and game-based PjBL, both of which saw an increase in scores before and after being given treatment. Comparison between the game-based PjBL model and the pure PjBL model shows that the game-based PjBL model was superior to the pure PjBL. The conclusion of this research was that both pure and game-based PjBL models have an influence on critical thinking skills and the use of the game-based PjBL model was superior in improving critical thinking skills compared to the pure PjBL model.</p> Della Ayu Rahmadhani Herwin Copyright (c) 2024 Della Ayu Rahmadhani, Herwin http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.70036 Digital Literacy Questionnaire Instrument: Based on the Integration of Elementary School Students' Characteristics https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/76773 <p>In this era of technological progress, adequate digital literacy skills are needed for elementary school students. The problem that arises is the lack of measuring tools to capture digital literacy skills specifically for elementary school students. Where this measuring instrument can be used as a tool to profile elementary school students' digital literacy abilities. The results of the digital literacy skill profile portrait can be used by teachers to carry out future intervention strategies. Based on this, this research aims to create a questionnaire instrument that can measure digital literacy skills in elementary school students. This research uses seven areas of digital literacy that have been determined by UNESCO (2018). Aspects of the characteristics of elementary school students including cognitive, language, motoric, social-emotional are also taken into consideration. This research applies a 4D model. Data was collected using a validity questionnaire instrument. The test subjects were elementary school teacher education lecturers who had a track record of research related to educational technology. Data were analysis using descriptive analysis techniques to describe the validity of the products that had been developed. The validation results show that the indicators for developing this instrument have been prepared based on the digital literacy theory promoted by UNESCO in 2018, and have also been detailed with the characteristics of elementary school students. According to experts, this instrument can be considered an excellent category and is ready to be used in measuring the digital literacy skills of elementary school students.</p> 'Alia Nur Husna Afandi Shirly Rizki Kusumaningrum Radeni Sukma Indra Dewi Riska Pristiani Copyright (c) 2024 'Alia Nur Husna Afandi, Shirly Rizki Kusumaningrum, Radeni Sukma Indra Dewi, Riska Pristiani http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.76773 Paper Puppets as an Interactive Learning Medium in Third Grade Elementary Schools https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77431 <p>In the current era of globalization, educational challenges are becoming increasingly complex and require innovation in the learning process to improve the quality of student learning outcomes. One innovation that is currently developing rapidly is the application of learning media. The problem found by researchers in the field is the lack of application of the learning media used which affects student learning outcomes. The purpose of this research is to analyze the influence of paper puppet learning media has on the third grade elementary school level. The type of research used is quantitative research with a pre-experimental designs research design with pretest-posttest control group design. The subjects of this research were third grade elementary school students at elementary school with a sample of 53 students and the sampling technique used was random sampling. The data collection techniques used were interviews, questionnaires, and tests. Data analysis techniques used are descriptive analysis and inferential analysis. The research results obtained were that there was an influence on student learning outcomes after testing and comparing the application of paper puppet media. The conclusion of the research obtained were that there was an influence on student learning outcomes between before and after implementing paper puppet learning media.</p> Anindhitya Yudhanta Prasetya Sri Sukasih Copyright (c) 2024 Anindhitya Yudhanta Prasetya; Dr. Sri Sukasih, S.S., M.Pd. http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77431 The Effectiveness of the Mind Mapping in PjBL on the Learning Outcomes and the Creativity of Elementary School Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/78006 <p>The methods and models applied by teachers affect learning outcomes and student creativity. This research intends to analyze differences and effectiveness of mind mapping methods in the project-based learning model in terms of creativity and learning outcomes. The research method used is experimental research with a quasi-experimental design. The reseaech subjects were 41 students, 22 students in grade 4 A as a control group, and 19 students in grade 4 B as an experimental group. Data collection procedures in this research used test procedures and observation sheet assessment rubrics. The statistical tests used in this research include normality tests, homogeneity tests, T-tests, observation sheet tests, and N-Gain were assisted by SPPS for Windows version 25 and Microsoft Excel. The independent sample t-test yielded a significance value (sig.2-tailed) of 0.000, that is less than 0,05. This implies that H<sub>0</sub> is disused while H<sub>a</sub> is allowable. This suggests that there exists a major gap admist mind mapping approach used in the project-based learning paradigm and student learning outcomes. The N-Gain score for the experimental class was 0,64, while for the control class was 0,36. Both scores fell within the medium category. The N-Gain Percent for the experimental class was found to be effective, while for the control class, it was not. The data revealed that the average student creativity score for each indicator during the four meetings in the experimental class was higher than in the control class. Furthermore, the value of each N-gain score indicator at each meeting in the experimental class increased.</p> Kurnia Perdana Dharma Fortuna Kurotul Aeni Copyright (c) 2024 Kurnia Perdana Dharma Fortuna, Kurotul Aeni http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.78006 Teaching at the Right Level-based Project-based Learning on Mathematical Connections of Fourth Grade Elementary School Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/73250 <p>Learning in primary schools currently follows the direction of the Merdeka Curriculum which prioritises independent learning according to the learners' own abilities. Mathematical connections are still important things that students must have for their daily lives. This study aims to analyse the effect of implementing the TaRL-based PjBL model on mathematical connections, especially in mathematics subjects. This quasi-experimental study used saturated sampling of 18 grade IV students. A pretest-posttest group design was used in one group. The research used tests. In this study, descriptive analysis technique was used for data analysis, which used sequential sample t test. Before hypothesis testing, prerequisite tests such as normality and homogeneity tests were conducted. When compared to students before treatment, the application of TaRL-based PjBL model was proven to improve their mathematical connection. Furthermore, data processing was carried out with t<sub>count</sub> ≥ t<sub>tab</sub><sub>le</sub> 5.702 &gt; t<sub>ta</sub><sub>ble</sub> 2.10982) which indicates that H<sub>0</sub> is rejected and H<sub>1</sub> is accepted, meaning that there is a positive effect of the TaRL-based PjBL model on students' mathematical connections in class IV elementary schools.</p> Anisa Kafah Ariefa Efianingrum Lulu Kholifah Anggit Pangestu Ujang Sugara Copyright (c) 2024 Anisa Kafah, Ariefa Efianingrum, Lulu Kholifah; Anggit Pangestu; Ujang Sugara http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.73250 MarBel Math: Android-Based Electronic Mathematics Book to Enhance Learning Outcomes for Fourth-Grade Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77263 <p>The limitations in providing innovative learning media that align with the developments in Science and Technology negatively impact students, such as difficulty understanding the material, low learning motivation, and poor learning outcomes. This research aims to develop an Android-based electronic book learning media named MarBel Math for flat shapes material in the fourth grade of Elementary School. This research employs the Research and Development (R&amp;D) method with the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques utilize both test and non-test methods. The data analysis technique involves both quantitative and qualitative data analysis methods. The validation results from content experts yielded an average score of 92%, classified as "very suitable," In the validation test by media experts, an average score of 85% was obtained, classified as "suitable". The study utilized t-test and n-gain analysis to assess the effectiveness of implementing MarBel Math learning media. This test revealed an average increase in student learning outcomes by 68%, with the average increasing from the initial or pre-test score of 54 to 85 in the post-test. From these results, MarBel Math learning media is considered to have very suitable qualifications for use in learning activities and is quite effective in improving student learning outcomes, especially in mathematics learning for flat shapes material in fourth-grade Elementary School.</p> Miqdad Dzulfiqar Kurniana Bektiningsih Copyright (c) 2024 Miqdad Dzulfiqar, Kurniana Bektiningsih http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77263 Enhancing Elementary Students’ Understanding of Pancasila Values: Exploring MANILA, a Canva-Based Interactive Learning Tool https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77723 <p>Teachers played very important role in learning where teachers had to be able to provide learning that were adapted to technological development. Teachers had to be able to provide media where students could understand the material as a whole and continued so that the progress of learning media such as interactive media “MANILA” (Interactive media of Pancasila values) was needed. This study aimed to produce Canva-assisted learning media in the subject of Pancasila Education, the material of Pancasila values in grade V SD which was tested for feasibility and effectiveness and was able to improve student learning outcomes. This research was a research and development with the Borg and Gall model which was limited to the fourth stage. The research subjects consisted of: 1 material expert, 1 media expert, 1 class teacher, 6 students for small-scale trials, and 15 students for large-scale trials. Data collection techniques used interviews, validation sheets, response questionnaires, and tests. The media was also declared effective which could be seen from the pretest and posttest results and the T-test results, namely T (15) = 4.06, p &lt; 0.05. Therefore, the development of interactive media “MANILA” assisted by Canva was concluded to be very feasible, practical, and effective in improving student learning outcomes.</p> Rika Musfirotun Susilo Tri Widodo Copyright (c) 2024 rika musfirotun, Susilo Tri Widodo http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77723 Trilingual Supplementary Learning Material: Needs of English Learning Materials for First Grade Elementary School Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/79031 <p>One of the factors that greatly influence the ineffectiveness of language learning in schools is the limited resources, including textbooks, teaching materials, and other supporting tools needed for effective English learning. Therefore, supplementary learning materials are needed that can complement the lack of teaching materials in English Classes. As an initial stage in designing and developing supplementary learning materials, this research aims to conduct a needs analysis in two elementary schools to obtain an initial picture of the needs of teachers and students as a basis for designing supplementary learning materials. This research is a qualitative descriptive study. Data were collected by interviews and direct observation. Data from the interview were analyzed descriptively. Based on the results of the analysis, it is known that there are several problems, such as teachers’ difficulties in speaking English, students’ disinterest in learning English due to limited vocabulary, and lack of interactive learning activities. Therefore, additional trilingual learning materials are needed with three equivalent languages: English, Indonesian, and Balinese. Providing learning materials covering three languages ​​and integrated with interactive activities and games is expected to be a more inclusive and effective solution for improving students’ language skills.</p> Kadek Andre Karisma Dewantara Ni Luh Putu Sri Adnyani Putu Suarcaya Copyright (c) 2024 Kadek Andre Karisma Dewantara, Ni Luh Putu Sri Adnyani, Putu Suarcaya http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.79031 Social Media and Its Impact on Bullying Behavior of Primary School Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/70707 <p>The development of information technology, the internet and social media is increasingly changing the way of socializing. Social media contains various information that can access by all users without filters. This can trigger users to imitate what is presented on social media platforms, such as bullying behavior. This research aims to analyze the influence of social media on elementary school students' bullying behavior. The research method used is quantitative with survey research methods. The populations in this study were all fourth-grade elementary school students. The sampling in this study used a purposive sampling technique, namely fourth grade students consisting of 2 classes with a total of 37 students. The research instrument used a Likert scale type interval questionnaire. Data analysis techniques are descriptive tests, normality tests, linearity tests, and research hypothesis tests using simple linear regression tests. The results of this research show that social media has a significant influence on students' bullying behavior. This can be seen from the results of a simple linear regression test with a significant value of 0.000 &lt; 0.05. Social media also has a strong influence on students' bullying behavior as shown by the correlation coefficient (R) of 0.816, this shows the degree of relationship between the social media variable (X) and bullying behavior (Y) of 81.6% which means social media has a strong influence on students' bullying behavior.</p> Ranita Haeroni Herwin Muh Rifqienur Adiwardana Dexani Widyasari Copyright (c) 2024 Ranita Haeroni, Herwin Herwin, Muh Rifqienur Adiwardana, Dexani Widyasari http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.70707 Improving Students’ Science Problem Solving Ability through the Implementation of Problem Based Learning Models Assisted by Animation Media https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/76925 <p>The low ability of students to solve science problems is caused by the lack of effectiveness in the use of learning models and media. This study aims to analyze the effect of problem-based learning models assisted by animation media on the ability to solve science problems for grade IV elementary school students. The research method used was an experiment using a posttest-only control design. The samples taken using the simple cluster random sampling technique amounted to 30 students in the experimental group and 30 students in the control group. Data analysis techniques used includes descriptive statistics and inferential statistics by testing hypotheses using t-tests. The results showed that the average score in the experimental group was 82.4, while in the control group was 59.1. The results of the hypothesis test showed that the value of Sig. (2-tailed) was 0.000 &lt; 0.05 or less than (α=0.05), indicating a significant difference in science problem-solving ability between students in the experimental group and the control group. Based on the results of the study, it can be concluded that the problem-based learning model assisted by animation media has a significant influence on the science problem-solving ability of grade IV elementary school students. With the results of this research, it is hoped that teachers can integrate problem-based learning models and animation media in the learning process to improve students' science problem-solving abilities in elementary schools.</p> Faisal Salim Agung Purwanto Ika Lestari Copyright (c) 2024 Faisal Salim, Agung Purwanto, Ika Lestari http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.76925 Multimedia-based Apsimas Learning Media on the Meaning of the Pancasila Precepts in the Community Environment to Improve Students’ Learning Outcomes https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77616 <p>The limitations of learning media used during learning take place cause students to be discouraged when learning. In learning, obviously, understudies need learning media to assist them with understanding the material sustainable so the advancement of learning media like learning media "Apsimas" (Application of the meaning of the Pancasila precepts) is required. This research aims to produce learning media assisted by articulate storyline 3 in Civics subject material on the meaning of the Pancasila precepts in the community environment of class IV SD which has been tested for validity and reliability and has an effect on student learning outcomes. This research is development research using the ADDIE model. The subjects in this research were: 1 PPKn subject matter expert, 1 learning media expert, 1 practitioner, 9 students for small-scale trials and 17 students for large-scale trials. The data collection methods used were observation, interviews, tests, and questionnaires. Data collection instruments used questionnaires and test questions. The data analysis techniques used are qualitative analysis and quantitative analysis. The data was analyzed using Purwanto's formula to determine the suitability of the material and media being developed. This research produces the learning media "Apsimas" assisted by articulate storyline 3 on PPKn content, material on the meaning of Pancasila principles in the community which has been tested for validity and its reliability and so it is suitable for use in the learning process.</p> Nur Eka Sari Yuli Witanto Copyright (c) 2024 Nur Eka Sari, Yuli Witanto http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77616 1stFlip Flipbook Creator-Assisted E-Module to Advance Learning Quality in Elementary Schools https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/78076 <p>The current emphasis is on enhancing fourth graders' IPAS learning through the use of engaging learning materials, as there has been little innovation in this area. Using cutting-edge interactive media, this study intends to develop an E-module using 1stflip Flipbook in order to raise students' engagement, performance, and the overall quality of their education. The R&amp;D approach, namely the ADDIE model, is utilized for the research. Experts in media, materials, and languages validated the research instruments. Validators filled out questionnaires, and students took pretests and post-tests; data was gathered through interviews and observations. The data was analyzed using quantitative and descriptive methods. The results of the validation showed that the E-module was valid at 78.3%, with an N-Gain value of 63.16% for the experimental class and 29.39% for the control class. The results of the hypothesis test demonstrated that the group of students who used the E-module significantly outperformed the control group in terms of their metacognitive skill improvement. There is significant value in enhancing the quality of learning through the usage of E-Modules with 1stflip Flipbook to enhance IPAS learning in primary schools.</p> Syifa Andriana Maulidya Zulherman Copyright (c) 2024 Syifa Andriana Maulidya, Zulherman http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.78076 Innovation of Edupreneurship-based Science Literacy Module to Increase Independent Dimensions of Elementary School Students https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/68807 <p>Independent attitude is one aspect of the main goals of education. However, this independent attitude needs special attention, as currently the strawberry generation phenomenon which is characterized by children's low level of independence is widespread including in Indonesia. This research aims to develop innovative a scientific literacy module based on <em>Ajak-Temani-Mandiri</em> learning model integrated with Edupreneurship to increase the independent attitude of elementary school students. This research used Borg &amp; Gall research and development method with stages, namely: research and information collecting; planning; develop preliminary form of product; preliminary field testing; main product revision; main field testing; operational product revision; operational field testing; final product revision; and dissemination &amp; implementation. The subjects in this research were one expert judgment who validated the instrument, two expert judgments as product validators: namely validators of learning resources and materials. Meanwhile, the limited trial subjects for this research were class IV students at SDNS, totaling 21 students, and for the wide trial, class IV students at SDNM1, totaling 56 students. Data collection techniques were carried out using interview, observation and questionnaire techniques. The data analysis technique used qualitative and quantitative descriptive techniques in the form of inferential statistics. The results showed that a scientific literacy module was produced with characteristics in accordance with the stages of <em>Ajak-Temani-Mandiri</em> learning model integrated by edupreneurship which is valid and proven was able to increase students’ independent attitude of elementary school students.</p> Bonifatius Sigit Yuniharto Pardimin Ana Fitrotun Nisa Copyright (c) 2024 Bonifatius Sigit Yuniharto, Pardimin, Ana Fitrotun Nisa http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.68807 Web-Based Magasing Media to Improve Students' Mathematical Problem-Solving Skills at the Elementary School Level https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/75077 <p>Mathematical problem-solving ability is an ability that requires problem solving skills and creativity in solving it because problems in mathematics sometimes require solutions that use creative thinking from students. Through the use of media in mathematics learning, it can help teachers because media is an important component in learning, and from the use of media. Learning activities become more interactive and trigger participant learning motivation which will affect student learning outcomes. The purpose of this study is to analyze the effectiveness of using website-based <em>Magasing</em> media to improve mathematical problem-solving skills so that students can develop their ability to solve complex problems critically. This study used pre-experimental research with a one group experimental design. The sample in this study was 56 students in elementary school. Data collection was done by comparing the results of the pre-test and post-test of the experimental class after being treated using the media. The results of the effectiveness of website-based <em>Magasing</em> media are seen from the results of the pre-test and post test conducted using the paired sample T test. From the results of the research conducted, the pre-test and post test data obtained a result of 56.03 which indicates that the website-based <em>Magasing</em> media is effective in improving students' mathematical problem-solving skills. Based on the results of this study, through the use of website-based <em>Magasing</em> media is effective in improving the mathematical problem-solving skills of students at the elementary school level.</p> Febriyana Retno Putri Sri Marmuah Supianto Copyright (c) 2024 febriyana Retno Putri http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.75077 Augmented Reality Flipbook as a Guide to Determining the Main Idea of Paragraphs in Indonesian Language Learning https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77338 <p>In the learning process, students still have difficulty in understanding the material well. In its implementation, the teacher uses conventional teaching materials, less varied and not yet digital-based by actively involving students. The purpose of this study was to develop and test the effectiveness of augmented reality-based flipbooks on the main idea of paragraphs of Indonesian language learning content in grade V elementary school. The type of research is the Research &amp; Development (R&amp;D). The subjects of this study were teachers, 1 media expert, 1 material expert, and fifth-grade students, namely 6 initial trial students and 13 usage trial students. The data collection methods used include observation, interviews, questionnaires, and tests. Data analysis techniques used include qualitative data analysis, quantitative data analysis, normality test, N-Gain, and inferential statistical analysis (t-test). The results of the study are the feasibility test by media experts obtained a percentage of 92% (very feasible), material experts are 91.25% (very feasible), student and teacher response trials obtained a percentage of 95.31%, and 92.5% (very feasible). The results of the t-test (paired t-test) obtained differences in results between before (pretest) and after (posttest) grade V students using augmented reality-based flipbooks. N-Gain test results 0.61 (medium). It is concluded that the augmented reality-based flipbook is very feasible and effective to use in learning. This research implies that augmented reality-based flipbooks can facilitate students' understanding of learning materials so that they can improve students' cognitive abilities in determining the main idea of paragraphs in Indonesian language learning.</p> Melly Ekasafitri Nugraheti Sismulyasih SB Panca Dewi Purwati Copyright (c) 2024 Melly Ekasafitri, Nugraheti Sismulyasih SB, Panca Dewi Purwati http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77338 Web-based Educational Game Application to Improve the Ability to Identifying the Main Idea in Indonesian Language Learning https://ejournal.undiksha.ac.id/index.php/IJEE/article/view/77991 <p>The limited provision of innovative, interesting, and technology-based learning media can affect the running of teaching and learning activities in schools to be less than optimal, especially in Indonesian subjects. The purpose of this research is to create a web-based educational game media application to improve the ability to identify the main idea in Indonesian language subjects on learning entrepreneurship material for grade V elementary school students. This study uses a type of Research and Development research with the ADDIE research and development model. Techniques applied in data collection are test techniques through pretests and posttests, as well as non-test techniques through observation activities, interviews, data in the form of documents, and questionnaires or questionnaires. The questionnaire instrument in data collection is in the form of a rating scale that has passed testing from media experts, material experts, practitioners, and students. The sample for this research was 24 fifth-grade elementary school students. Quantitative descriptive analysis techniques and qualitative descriptive analysis are the two techniques used in this study. The data analysis process in this study uses the SPSS 29 application which includes several test processes including the normality test, homogeneity test, t-test, and N-Gain test. The results of the study obtained that the web-based educational game learning media developed is very feasible and effective to be applied to the Indonesian language learning process to improve the understanding and learning outcomes of fifth-grade elementary school.</p> Zirly Fiera Qonitattsani Sukardi Copyright (c) 2024 Zirly Fiera Qonitattsani, Sukardi http://creativecommons.org/licenses/by-sa/4.0 2024-06-28 2024-06-28 8 2 10.23887/ijee.v8i2.77991