Journal Title Schola Journal Sub Title Jurnal Ilmiah Pendidikan Dasar Frequency 2 issues per year (May & November) DOI Prefix 10.26877 by ISSN 2988-7100 (Online-Elektronik) Editor-in-chief Prof. Dr. Achmad Buchori, M.Pd. Publisher Program Studi S2 Pendidikan Dasar, Universitas Persatuan Guru Republik Indonesia Semarang Indexing Google Scholar | Garuda | Dimensions Schola Journal is a scientific journal from the S2-Basic Education Department of PGRI University Semarang that focuses on delivering information about scientific research results conducted by internal and external academic community members of UPGRIS, particularly in the field of basic education. Schola Journal is published twice a year in May and November. For an article to be published in Schola Journal, every author is expected to comply with the writing rules established by the Schola Journal Editorial Board. The Editorial Board reserves the right to make editorial and systematization changes to the writing without changing the substance of the text. Submit your manuscript today (in Indonesian) through our online system! Authors must refer to the Author Guidelines when writing their manuscript. Authors are also encouraged to use citation management software such as Mendeley, Zotero, or other software when writing their manuscript.
The Effectiveness of Interactive Quizwhizzer Games with a Deep Learning Approach to Improve the Understanding of Fractional Concepts for Fifth Grade Elementary School Students
evidenced by their test scores. The purpose of this study is to determine the effectiveness of using Quizwhizzer with a deep learning approach to improve the understanding of fractional concepts among fifth grade elementary school students. This study is an experimental research employing a one-group pretest posttest design. The sample consisted of fifth grade students at SDN Sendangmulyo. Data collection techniques included testing and documentation. The research instruments used were pretest and posttest questions regarding the conceptual understanding of mathematical fractions. Data analysis involved normality tests, homogeneity tests, paired sample t-tests, and N-Gain tests.The normality test results for the pretest scores yielded a significance value (sig) of 0.061, and the posttest scores yielded a sig of 0.078, indicating that both were normally distributed. Based on the homogeneity test, a sig value of 0.934 was obtained, meaning the pretest and posttest scores were homogeneous. Furthermore, the "Paired Samples t-Test" output showed a Sig (2-tailed) value of 0.000 < 0.05, resulting in the rejection of H0 and the acceptance of H1. Additionally, the N-Gain test result was 0.339, indicating an improvement in the "medium" category. Therefore, it can be concluded that the conceptual understanding of fractions among fifth-grade students can be improved through the use of Quizwhizzer with a deep learning approach in mathematics learning.
Interactive Quizwhizzer Game; Deep learning; Understanding Fractional Concepts
Development of Mathematics Teaching In Elementary School Using Travel Game Media on the Material of Fractional
This study aims to overcome the difficulties elementary school students have in understanding the abstract concept of fractional equivalence, in which only 45% (23 out of 51 students) achieved the Minimum Completion Criteria (KKM). The innovation developed is the Travel Game learning media, an adventure-based educational game that involves moving around while solving mathematical problems or challenges. The development method used is an adaptation of the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. In the Travel Game context, students are divided into groups, roll dice, and move pawns, as well as answer questions about fractional equivalence at certain stations to reach the finish line. The results showed that the use of the Travel Game media provided positive results. The number of students who achieved the KKM increased significantly from 23 to 40 students. The increase in students' understanding of fractional equivalence reached 78%. Overall, the use of the Travel Game proved effective because it suits the characteristics of elementary school students who enjoy playing while learning, fosters motivation, and creates an active and enjoyable learning atmosphere. Teachers also observed that this media facilitates the explanation of the concept of fractional equivalence.
DEVELOPMENT OF ELEMENTARY MATHEMATICS USING CONCRETE TEACHING AIDS ON FRACTION ADDITION OPERATIONS FOR GRADE V STUDENTS
Mathematics learning on fraction addition in elementary schools still demonstrates low levels of students’ conceptual understanding. This condition is largely caused by the abstract nature of fraction concepts and the limited use of concrete learning media in classroom instruction. This study aims to develop and implement a concrete teaching aid known as the Rainbow Board to support the teaching of fraction addition for fifth-grade elementary school students. The research employed an instructional development method consisting of five stages: analysis, design, development, implementation, and evaluation. The implementation was conducted with fifth-grade students of SDN Cintamanik 02 through group-based learning activities that utilized colored fraction pieces as visual representations of fraction addition concepts. The results of the study indicate that the use of the Rainbow Board had a positive impact on students’ conceptual understanding and learning outcomes. The average student score increased from 63.85 before the use of the teaching aid to 81.15 after its implementation. These findings demonstrate that the Rainbow Board is effective in transforming abstract fraction addition concepts into concrete and meaningful learning experiences, thereby enhancing students’ understanding in elementary mathematics learning. Keywords: concrete teaching aids; rainbow board; fraction addition; elementary mathematics
Concrete teaching aids; Fraction addition; Elementary mathematics; Learning media development
DEVELOPMENT OF CORNER CLOCK LEARNING MEDIA TO IMPROVE ANGULAR MEASUREMENT SKILLS AND SPATIAL ABILITY OF SDN KEBAYUNAN STUDENTS DEPOK CITY
Education is a continuous process that plays an important role in the development of students' cognitive abilities, including through mathematics learning in elementary school. One of the essential geometry materials that is still considered difficult by students is angle measurement. The low understanding of concepts and students' spatial abilities in the material is caused by the abstract nature of mathematics and the lack of use of concrete learning media. Therefore, this study aims to develop and test the validity, practicality, and effectiveness of Corner Clock learning media in improving the angular measurement ability and spatial ability of elementary school students. This research uses a Research and Development (R&D) approach with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The subject of the study is a third-grade student of SDN Kebayunan Depok City. Data was collected through tests of angular measurement ability and spatial ability, student response questionnaires, interviews, and documentation. The results of the study show that the Corner Clock media is declared valid by experts, practical based on positive student responses, and effective in improving learning outcomes. The average pretest score of 60.29 increased to 81.79 in the posttest. In addition, the use of Corner Clock media is able to increase student involvement, help visualize corners concretely, and train spatial skills through manipulative activities. Thus, Corner Clock learning media is suitable for use as an alternative to mathematics learning media in angle measurement materials in elementary schools and has the potential to improve the quality of meaningful and contextual learning.
learning media, Corner Clock, angle measurement, spatial ability, elementary school
Development of Indonesian Language Digital Literacy E-Module and Its Effectiveness In Improving Reading Comprehension Skills Of Fifth Grade Students at SD Negeri 3 Randulawang
This study focuses on the design and testing of the effectiveness level of an Indonesian language digital literacy e-module intended for fifth-grade elementary school students. The approach applied is Research and Development (R&D) by adopting the ADDIE model framework, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The initial analysis phase was carried out through a needs assessment involving two teachers and twenty students at SD Negeri 3 Randulawang. The final product produced is an interactive e-module based on the Canva platform that comprehensively integrates reading comprehension content, creative writing activities, and basic digital literacy tasks. Product effectiveness testing used a one-group pretest-posttest design. Primary data collection was conducted using a literacy test instrument that had previously undergone expert validation. Statistical analysis with the paired sample t-test proved a significant increase (t(19) = 6.72, p < 0.001), supported by an average N-Gain score of 0.52, which falls into the medium improvement category. These findings confirm that the designed e-module is effective in developing students' literacy competencies. The research conclusion affirms that integrating technological elements into contextually designed literacy teaching materials can be an innovative alternative to strengthen the School Literacy Movement (GLS). As a follow-up, it is recommended to conduct trials with a broader scope using a control group design and to develop content in other dimensions of digital literacy.
e-module; digital literacy; reading comprehension; development research; elementary school
Literature Review: The Utilization of Augmented Reality (AR) and Virtual Reality (VR) in Learning Media at Elementary Schools
ABSTRACT The advancement of technology today has transformed society into a technology-based Society 5.0 era. This development must align with current trends in the world of education. Students now expect learning experiences that incorporate innovative elements in their implementation. The use of technology-based media can serve as an alternative to support optimal learning. One such development that can be applied today involves the use of technology-based media such as Augmented Reality (AR) and Virtual Reality (VR). The use of AR and VR-based learning media has a positive impact on both the learning process and outcomes for elementary school students. AR and VR media have been proven to enhance conceptual understanding, learning motivation, engagement, and problem-solving skills through the presentation of material in a more visual, interactive, and immersive manner — although there are some technical challenges in their implementation. Keywords: Augmented Reality; Virtual Reality; Learning Media.
Digital Learning Media; Educational Technology; Elementary School; Student Engagement; Digital Literacy.
Learning Media, Student, Interest In Learning
Implementation of Video-Based Hypermedia Learning in Science Material for Grade III Elementary Schools
This study aims to explain the implementation of the use of hypermedia media based on learning videos for Natural and Social Sciences (IPAS) material among third-grade students of SD Negeri Deles 01. The method used in this study is a descriptive qualitative approach with a total of 18 students and one teacher as subjects. Data were obtained through observation, interviews, and documentation activities, then analyzed using data reduction, data presentation, and conclusion drawing techniques. The findings of this study indicate that the use of interactive videos in IPAS learning can increase student participation, facilitate understanding of abstract concepts such as the water cycle, and create a joyful learning atmosphere. Students appeared active in asking questions, providing answers, and were able to re-explain the material they had watched after watching the video. Teachers felt the benefits of this media because it allows for efficient and attention-grabbing delivery of material. Therefore, the use of video-based hypermedia media is considered effective for implementation in IPAS learning at the elementary school level as an effort to realize contextual, visual-based learning, and in accordance with the stage of students' cognitive development.
Improving KPK and FPB Concepts Through Interactive TTS Media
ABSTRACT This study aims to improve the understanding of fifth grade students of Lobang 02 Elementary School regarding the concept of Least Common Multiple (LCM) and Greatest Common Factor (GCF) by using interactive media in the form of crossword puzzles (TTS). This study is included in the Classroom Action Research (CAR) type which is carried out in two cycles. The research subjects consisted of 16 students. Data collection tools used include learning outcome tests, observation sheets, and student response questionnaires. From the results of the study, there is an increase in student learning outcomes from the first cycle to the second cycle. In the pre-action stage, only 31.25% of students achieved learning mastery with an average score of 61.2. After the action was carried out in the first cycle, mastery increased to 56.25% with an average score of 72.8. In the second cycle, learning mastery reached 87.5% with an average score of 84.5. This increase shows that the TTS media is effective in helping students understand the concepts of LCM and GCF and creating a more active and enjoyable learning atmosphere. In conclusion, interactive media in the form of crossword puzzles can be an alternative learning strategy that can improve students' mathematics learning outcomes in elementary schools.
crossword puzzles; KPK and FPB; interactive media.
INNOVATIVE DIGITAL LEARNING MEDIA TO ENHANCE STUDENT ENGAGEMENT AND LEARNING OUTCOMES IN ELEMENTARY SCHOOLS
This study examines the potential and implementation of digital learning media in improving student engagement, motivation, and learning outcomes in elementary schools. With the rapid advancements in information and communication technology, integrating digital media such as educational applications, interactive videos, simple virtual reality (VR), and educational games has become increasingly relevant to accommodate the learning characteristics of elementary school students in the digital age. This article analyzes various effective types of digital media, pedagogical strategies for their application, and their positive impact on enhancing conceptual understanding, developing 21st-century skills, and fostering an innovative learning environment. The method used is a comprehensive literature review of relevant prior studies and theoretical frameworks. The findings indicate that the appropriate utilization of digital learning media can transform the learning paradigm into a more dynamic, personalized, and effective experience for elementary school students.
The Effectiveness of Using YouTube as a Learning Media in Improving Early Childhood Literacy"
This study aims to examine the effectiveness of using YouTube as a learning medium in improving early childhood literacy through the literature study method. Literacy is an important aspect of children's cognitive development that needs to be instilled early on. In the digital era, YouTube media is one of the interesting learning alternatives because it presents audio-visual content that can stimulate children's interest and understanding more optimally. This research was conducted by reviewing various scientific sources, journal articles, and relevant previous research results within the last five years. The results of the study show that the use of learning videos from YouTube, especially those containing letter recognition materials, vocabulary and children's stories, is proven to be able to improve literacy aspects such as the ability to recognise letters, understand initial sounds, and increase children's vocabulary. Educational animated videos presented with attractive colours, music and narration can create a fun and interactive learning atmosphere. Thus, it can be concluded that YouTube is an effective learning media in supporting early childhood literacy development, provided that its use must be directed and supervised by educators or parents wisely.
You Tube, Learning Media, Literacy, Early Childhood
Creative Entrepreneurship Learning Model Based On Local Wisdom Through Carrot Bean Sprout Spring Roll Innovation In Science Learning Grade 4
Introducing local wisdom to elementary school students is an important step in creating a generation that knows their own culture. The introduction of local wisdom involves not only understanding traditions, but also the introduction of cultural products that have economic value, such as specialty foods. The purpose of this study is to develop entrepreneurial skills, critical thinking, and innovate independently through the product “Lumpia Wortel Tauge”. This model is designed to introduce the concept of edupreneurship by combining the material of natural resource utilization in science learning and the introduction of local wisdom through the process of making spring rolls. This research used a descriptive qualitative method. Data collection techniques used observation, interview, and questionnaire to measure active participation, collaboration among students, understanding of nutrition, and product production and promotion skills. The results showed that practice-based learning in spring roll making can improve students' understanding of science concepts as well as basic entrepreneurial skills. Thus, students are not only consumers of products, but also learn to be creative producers who appreciate local cultural heritage and understand the importance of healthy eating. The results recommend that students can learn entrepreneurship by utilizing local wisdom and adding innovation as a development product. Carrot bean sprouts spring rolls are a new potential that can develop practical entrepreneurial skills for students of SD Pangudi Luhur Santo Yusup.
edupreneurship; entrepreneurship learning; local wisdom; carrot bean sprout spring rolls; innovation
BIOWASH AZAMA: INNOVATIVE ORGANIC WASTE REDUCING PRODUCT TO SUPPORT SCIENCE LEARNING IN CLASS V PRIMARY SCHOOL
Waste is one of the big problems in Indonesia which must immediately receive special attention in its handling. If it is not organized properly it will cause negative impacts such as environmental pollution which can damage the ecosystem. The increasing number of Indonesian people causes waste generation to also increase. So efforts are needed to process waste through prevention, reduction, recycling and reuse. The largest waste generation was recorded as 80% originating from organic waste (Oktavia & Rosariawari, 2020). Based on this background, the objectives of the Biowash Azama activity are: 1) increase students' understanding of processing waste, especially organic waste; 2) explain the process of making Biowash Azama so that it can speed up the process of decomposing organic waste; 3) invite students to practice directly processing organic waste; 4) invite students to be role models for the surrounding environment. The method the author uses is a qualitative descriptive method which is useful for exploring the perceptions and understanding of students and teachers regarding the Biowash Azama product as a science learning medium. In this method, interviews or observations can be conducted to collect data about how students receive learning with this product, as well as the impact they feel in terms of understanding environmental concepts and the decomposition of organic waste. The results achieved from this activity are that students better understand the concept of decomposing organic waste and the importance of environmentally friendly waste management, students know the steps for processing organic waste in a short time, students can practice directly processing organic waste, and students can become role models in their families each.
CRAFTS AS A MEANS OF IMPROVING CREATIVITY AND EDUPRENEURSHIP IN EDUCATION OF GRADE 4 AND 5 STUDENTS
Based on observations made by researchers , Researchers​ find that student student Still Not yet enthusiastic in develop motivation and creativity that they have. For this purpose, teachers are required to raise learning motivation and develop the potential and creativity of students. Answering this challenge, efforts are needed through the development of activities that can channel the potential for creativity and the spirit of eduprenership. Teachers are also expected to be able to develop this potential in learning activities and outside of learning. Researcher give solution on problem the in the form of learning make crafting or craft hand For develop potential and creativity student student as well as grow soul edupreneurship in students grade 4 and 5, okay from process aspect​ make skills and also from aspect How student student develop soul edupreneurship . Creation this crafting practice skills and creativity participant educate For create results interesting work​ as well as can practice motor children . Activities This implemented with use method . Training results show that participant educate capable develop potential creativity and growing soul edupreneurship . In addition , creativity child in process material become results the work that interesting and can marketed in the environment school and also outside environment school . As additional , student skills student For communicate , solve problems and work together in The team also improved.Results observation positive things obtained​​ participant educate is :1. Students begin to recognize the business potential that can be created even from home. or School 2. Participants educate proud with the results of his work and it turns out he can produce income 3. Enthusiasm children​​ For Selling products from their skills at market day events, Qur'an recitation, report card receptions, parenting meetings, 6th grade graduations, and can be deposited at cooperatives School 4. Participants educate more Spirit and creative in follow the lesson art Skills 5. Participants capable cooperate in team Group 6. Able to be creative with Good with materials provided​ and also No in create crafting as learning teaching materials edupreneurship
BAKTI: Batik Khas Tangan Indonesia Support Class V Mulok Batik Learning
The world of education has a very important role in the development of learning, especially for students. Learning in the independent curriculum emphasizes learning strategies that utilize local wisdom and cultural uniqueness in the region. Until now, several innovations have been discovered in the formation of batik motifs. Based on the above phenomenon, entrepreneurship education needs to be carried out from an early age with children, especially in the school environment. The method in this research is that students are trained to make stamped batik at a batik museum. Practices at the batik museum include preparing the materials from the start, then preparing and also the final or finishing process. The next stage is that students begin to implement the training carried out. Students and teachers prepare the tools and materials needed. The results of this research are children's enthusiasm for selling BAKTI batik through events at school, whether at work exhibitions, book exhibitions or festivals held outside the school.
Rose Crunch Delight Unique Snack Experience With A Touch Of Roses Supports Science Learning For Grade IV
This research was conducted at SD Negeri 2 Sumur, Tamansari District, Boyolali Regency. The subjects of this research were teachers and students of grade IV. This research aims to introduce and create a food product called Rose Crunch Delight, a snack made from rose flowers. The solution offered SDN 2 Sumur is one of the schools located near Cluntang Village. By carrying the theme of local wisdom, SDN 2 Sumur tries to create food innovations from rose flowers. This is also integrated with the learning of science and natural sciences material on plants, sources of life on earth about snack foods that will be used as the basic ingredients for making rose chips. The research method uses qualitative through learning activities with an edupreneurship spirit, namely a unique snack experience with a touch of roses. The results of this study indicate that the innovative product made by SDN 2 Sumur is Rose Crunch Delight. This part of the plant can be used as an innovative product in the form of Rose Crunch Delight (Rose Flower Chips). Increasing the creativity and innovation abilities of students through the Rose Crunch Delight product in the science subject. That Edupreneurship is very much needed and must continue to be developed in Educational Institutions in Indonesia, both formal and non-formal.
Analysis of Eco-Friendly and Superior-Growing Paper to Address Environmental Issues in Kindergartens (KARTU)
The purpose of the Kartu Research initiative is to address environmental issues related to the large amounts of paper used in various games and activities in several kindergartens, which are often simply discarded, burned, sold by weight, or taken home by the children without introducing other meaningful solutions for educational purposes. This research focuses on promoting recycling concepts by utilizing used materials to teach children about environmentally friendly behaviors and raising awareness of the importance of protecting the surrounding environment. This study employed a qualitative approach with students as subjects and was conducted during the first semester at a kindergarten in Slawi. Data analysis primarily followed the Miles and Huberman method, involving activities such as data collection, data display, and conclusion drawing. Additionally, documentation, observation, and interviews were conducted with relevant sources to integrate and collect data for analysis. The research results show that using eco-friendly paper at the studied kindergarten became an unforgettable experience and a gradual process in building children’s awareness of the importance of protecting the environment. Through the process of making plant cards from recycled paper, children were directly involved in recycling and learned about the negative impacts of burning, selling, or discarding paper, which pollutes the environment. They also understood that it is better to bury the paper to enable it to decompose, allowing it to eventually grow into vegetable plants since it had already been recycled into beneficial plant cards. The KARTU program implemented at this kindergarten was designed to instill eco-friendly values in children through various activities, including recycling, planting, marketing, selling, and maintenance as educational initiatives. This program has proven successful, though it is not yet optimal and still needs refinement, as it was an enjoyable first recycling experience for both teachers and students.
BRAYO CRISPY CHIPS INNOVATIVE PRODUCT BASED ON LOCAL WISDOM IN SAYUNG TO SUPPORT LEARNING OF SOCIAL SCIENCE “THE USAGE OF NATURAL RESOURCES” FOR GRADE V
Education is a crucial matter in shaping a nation’s future by fostering professional human resources equipped with knowledge and technology. This research explores the contributions of edupreneurship activities to children's development, focusing on fine motor skills, understanding basic economic concepts, and enhancing cognitive and social skills. Using a qualitative and participatory approach, this study involved 15 children at SD Negeri Purwosari 1 in hands-on activities related to the production of "BRAYO CRISPY CHIPS". The findings demonstrate significant improvements in fine motor coordination, as children engaged in tasks like measuring, pouring, and packaging, promoting essential motor skills. Additionally, the initiative fostered an understanding of fundamental economic principles through simulated financial transactions, cultivating economic literacy. Socially, the collaborative nature of the project enhanced teamwork, problem-solving abilities, and confidence among participants. This edupreneurship model not only supports the development of entrepreneurial attitudes in early childhood but also promotes holistic growth across cognitive, social, and physical domains. The study recommends integrating similar edupreneurship activities into early childhood curricula to further enhance independence, creativity, and problem-solving skills, while also suggesting avenues for future research to assess the long-term impacts of such educational interventions.
MAKING BRAZILIAN SPINACH CHIPS TO DEVELOP ENTREPRENEURIAL SPIRIT THROUGH LEARNING STRENGTHENING PROJECT PANCASILA STUDENT PROFILE IN EARLY CHILDHOOD EDUCATION
Study This aiming for see impact from making chips Brazilian spinach as a learning medium project strengthening profile student Pancasila, in particular in grow soul entrepreneurship in children age early. Through activity production chips Brazilian spinach, children involved active in all over stages production, start from stage preparation material until marketing product end. Population study totaling 42 children in Early Childhood Education in Kebumen. The research method used is method qualitative where the data is collected through observation, and documentation. Research results show that activity making chips Brazilian spinach can become an effective learning medium for grow soul entrepreneurship in children age early.
project strengthening profile Pancasila students.
AJANG: INNOVATIVE PRODUCTS IN THE APPLICATION OF SCIENCE CONCEPTS BASED ON LOCAL POTENTIAL
Learning innovation plays an important role in improving students' understanding of science concepts. This research introduces an innovative product, Abon Jantung Pisang (AJANG), which is integrated in the learning of Natural Science (IPAS) by 5th grade students of State Elementary School 1 Jugo. AJANG serves as an alternative utilization of local potential as well as interactive learning media. The method used is a project-based approach, where students are directly involved in the process of making shredded banana hearts. Through this activity, students learn aspects of science, including the benefits of plants, food processing and entrepreneurial values. The results of the application of AJANG in the curriculum showed an increase in the understanding of science concepts and students' interest in learning by utilizing local potential that exists arounds students. Thus, this research is expected to contribute to the development of local potential-based learning innovations and increase students' awareness of the importance of sustainable utilization of natural resources.
learning innovation; shredded banana heart; IPAS; local potential; elementary school
GRADE V STUDENTS' CREATIVITY: MAKING SIMPLE DRINK PRODUCTS FROM ALOE VERA AT MIS HANDAYANI PONTIANAK
This research examines the development of creativity in fifth-grade students at MIS Handayani Pontianak through a project-based learning approach focused on making aloe vera beverage products. The integration of edupreneurship education combined with entrepreneurial principles aims to cultivate essential skills such as creativity, independence, and critical thinking. Using a qualitative case study design, data were gathered through observation, interviews, and documentation to capture the stages of the learning process: planning, production, promotion, and evaluation. In the planning stage, students brainstormed and budgeted for unique aloe vera drink ideas, learning to calculate production costs and manage resources. During production, students gained hands-on experience in preparing aloe vera and exploring flavor variations, enhancing both their practical skills and willingness to experiment. The promotion stage helped students develop communication and branding skills as they designed logos and promotional materials, while the evaluation stage encouraged self-reflection on product quality, process effectiveness, and improvement opportunities. These activities reinforced basic economic concepts, such as cost estimation, pricing, and profit calculation, as practiced during Market Day. The project demonstrated that project-based edupreneurship activities improve students' creativity, problem-solving, and collaboration abilities while fostering an entrepreneurial mindset. This study recommends integrating similar programs into school curricula, leveraging local resources for sustainable product ideas, and providing entrepreneurship training for teachers to further support students. Involving parents and the community can enhance learning outcomes and provide students with a platform to showcase their work, helping to instill a foundational understanding of entrepreneurship from an early age
edupreneurship; creativity; project-based learning; aloe vera products, elementary education.
Validity and Reliability Test of Teaching Materials Using Aiken's V Formula and SPSS 22
Based on the results of PISA in 2018, Indonesia experienced a decline compared to PISA in 2015. The low ability to solve problems was caused by several factors, one of which was the learning process carried out in schools. Problem solving used in learning makes students construct their knowledge and take a role in acquiring knowledge. Researchers will develop contextual learning-based teaching materials to improve problem solving skills in grade V elementary school science students by validating the items on the instrument for preparing teaching materials. This research uses a quantitative approach, in the form of statistical data. The calculation process in determining the validity of the instrument uses Aiken's V and to test the reliability of teaching materials using SPSS 22. The research was carried out by distributing validation questionnaires for teaching materials to 5 validators as respondents. Based on the results of the content validation test analysis taking into account the categorization determination values shown in the Aiken's V Table with a coefficient value of 0.87 showing at 0.95. Meanwhile, the data reliability results show that r = 0.902 with r table 0.878. These teaching materials are declared valid and reliable so they are suitable for use.
Validity; Reliability; Teaching Materials; Aiken's V; and SPSS 22.
ANALYSIS OF DIFFICULTIES IN LEARNING TO READ FOR CHILDREN WITH SPECIAL NEEDS IN PRIMARY SCHOOL
Overcoming reading problems include physical and psychological disorders such as language, oral or written disorders, as well as mild motor problems and emotional disorders. Children with learning difficulties, such as dyslexia, face challenges in inclusive schools, requiring special attention in processing information, especially in reading. The reading process plays a key role in understanding issues and expanding students' knowledge. This research uses a qualitative approach with descriptive methods. The descriptive method in qualitative research aims to explain or describe facts, data and research objects systematically, following the natural context of the situation being observed. Data collection techniques include interviews, observation and documentation. Data analysis was carried out qualitatively by applying the Milles & Huberman analysis model. To ensure data validity, triangulation techniques were used to increase data reliability as well as references from relevant sources. Research results show that learning difficulties, such as dyslexia, affect students across a wide range of academic subjects. Reading skills have an important role in the student learning process, and teaching strategies must be adapted to individual student needs. Children with special needs need holistic support from family, school and technology to overcome their learning difficulties. With a deep understanding of the difficulties in learning to read for children with special needs, effective and sustainable learning strategies can be designed to provide adequate support and improve the quality of inclusive education.
helping learning, reading, and children with special needs
Learning Assessment in the Independent Curriculum
An expansion of the 2013 Curriculum, the tailored curriculum is designed to maximize learning outcomes according to student needs. Utilize the assessment findings to inform the design of the lessons at the start, middle, and conclusion of the learning process. An overview of assessments that are often utilized in stand-alone courses is what this research attempts to give. Utilizing a qualitative descriptive approach, research materials are recorded, processed, and library data is gathered. According to research, self-paced courses utilize three different kinds of evaluations: formative, summative, and initial or diagnostic learning assessments. Cognitive diagnostic assessment and non-cognitive diagnostic evaluation are the two categories of diagnostic evaluation.
Diagnostic assessment, formative assessment, summative assessment, independent curriculum
VALIDITY AND RELIABILITY TEST FOR INDEPENDENCE STUDENT SCHOOL BASE CLASS 6
Every research project needs a tool to gather data using. The validity and reliability criteria must be followed while preparing test and non-test data. It is feasible to confirm the data's consistency and correctness using SPSS software. This research project will outline the phases of learning evaluation courses in the validity and reliability test. Data on student independence surveys were taken at several primary schools, including SDN Srondol Kulon 03 and SDN Srondol Kulon 02. The instrument's preparation findings were used for this purpose. If the count of r is more than the table of r, then the validity test is valid. This means that out of a total of ten things, six are valid, seven are comments about food parenting, eight are statements about psychosocial parenting, and seven are statements about hygiene parenting. Additionally, with relation to healthcare, three out of the six assertions are applicable to parents. If the reliability test has a Cronbach's alpha better than 0.6 or the r-table, then it is considered reliable. Every single statement question in this survey that passed the reliability test yielded reliable data.
validity and reliability test, non-test instrument, SPSS, elementary school, Cronbach alpha.
ANALYSIS OF THE NEED FOR DIGITAL GAME-BASED LKPD TO IMPROVE PRIMARY SCHOOL STUDENTS' CRITICAL REASONING ABILITY
The purpose of this article is to determine the level of need for using game-based digital LKPD in improving critical reasoning skills. The method used is descriptive qualitative. Data collection techniques used questionnaires and interviews. The data analysis technique uses descriptive through interview activities and quantitative based on the percentage of questionnaire distribution results via Google Forms. The results of the initial needs analysis of students regarding the need for game-based digital LKPD are (53.5%) of students strongly agree in using Wordwall media, (46.5%) of students agree with using Wordwall media, (0%) students do not agree in using media Wordwall, (0%) of Students show a high level of disapproval of the use of Wordwall media. However, in thematic learning using Wordwall media, its effectiveness can be seen from the majority of students who strongly agree or agree, reaching 98.2%. This is compared to the minority of students who disagree or strongly disagree, which is only 1.8%. and it was found that 85.3% of students were able to complete the evaluation of KKM questions and 14.7% still needed to receive special guidance from educators. From the results of this analysis, the need for game-based digital LKPD is very effective in learning activities to improve elementary school students' critical reasoning abilities.
digital LKPD, critical reasoning, elementary school students.
ANALYSIS OF CLASS IV STUDENTS' DIFFICULTIES IN PERFORMING MANDATORY PRAYERS
Articles are created with the aim of describing students' difficulties; Factors responsible for the difficulties involved in salat; And the effort that can be made to overcome the students' difficulties of performing mandatory religious services. The type of research used is qualitative descriptive. Main data retrieval techniques using study literature study. The factors behind the student's difficulties in mandatory worship match the theory of sheikh abdul shuuja 'ahmad bin husein and the ahmadi and supriyono. The difficulties students experience in performing mandatory religious services need attention early and early teacher support, parental example at home before coming up with the interest of the students in performing mandatory services without any coercion. Research concludes that motivation, interest, interactive religious studies, school facilities and parental example require students to mandatory salat.
DEVELOPMENT OF JAVANESE SCRIPT APPLICATION TO INCREASE LEARNING MOTIVATION OF ELEMENTARY SCHOOL STUDENTS
This research, which aims to increase the learning motivation of elementary school students, was conducted at Loireng State Elementary School. Research and Development (R&D) method were used to develop this Javanese script application. The subjects in this study were grade 5 (five) students at SDN Loireng. The results of motivation before and after using the Javanese script application amounted to 65% and 98%, it was concluded that the learning motivation questionnaire obtained the results of 46% of students in the moderate category. In normality testing, the results of the Asymp.Sig. (2-tailed) significance value of 0.000 < 0.05, so the data is not normally distributed. In the Wilcoxon Signed Rank Test test, it is known that Asymp.Sig. (2-tailed) is 0.000 because the value of 0.000 < 0.05. So it can be concluded that there is an influence on increasing the learning motivation of grade 5 (five) students of Loireng State Elementary School.
development, Javanese script, learning motivation
MATHEMATICAL REPRESENTATION OF CHILDREN'S PLAY PROCESS THROUGH PUZZLE GAMES AT KB AL MUTTAQIN WEDUNG DEMAK
This study aims to find out the improvement of mathematical connection skills in early childhood through snakes and ladders game activities. This study is backgrounded by low mathematical ability, namely cognitive development in children aged 5 - 6 years. This is allegedly due to the lack of interesting media that teachers use in learning. Many teachers pay less attention to the use of real-world contexts, particularly in cognitive development programs. Teachers tend to use more worksheets and the games used are also less attractive to children. This study uses case study method, data collection technique using observation, interview, and documentation. Based on the results of the study, it can be concluded that through the game Snakes and Ladders can improve the ability of mathematical connections in cognitive development in early childhood, especially in children aged 5 - 6 years.
representation, mathematical symbol, KB child
VALIDITY AND RELIABILITY TEST OF ANDROID-BASED INTERACTIVE LEARNING MEDIA DEVELOPMENT INSTRUMENTS
Instrumen penelitian adalah suatu alat yang digunakan untuk mengumpulkan data atau mengukur objek dari suatu variabel penelitian. Untuk mendapatkan data yang benar demi kesimpulan yang sesuai dengan keadaan sebenarnya, maka diperlukan suatu instrumen yang valid dan konsisten serta tepat dalam memberikan data hasil penelitian (reliabel). Uji reliabilitas instrumen meliputi test-retest, ekuivalen, dan internal consistency. Uji internal consistency memiliki beberapa teknik pengujian tergantung jenis instrumennya. Teknik pengujian tersebut meliputi uji split half, KR 20, KR 21, dan Alfa Cronbach. Nilai validitas dan reliabilitas suatu instrumen dipengaruhi oleh subjek yang diukur, pengguna instrumen, dan instrumen itu sendiri. Sehinggga, validitas dan reliabilitas harus selalu diuji sebelum instrumen digunakan. Dibutuhkan alat ukur validasi produk media pembelajaran yaitu berupa angket validasi media pembelajaran interaktif yang telah melalui tahap uji validitas dan tahap uji reliabilitas. Dari hasil uji validitas dari 22 pernyataan terdapat 22 soal yang dinyatakan valid serta uji validitas mendapatkan nilai sebesar 0,899 yang berarti termasuk dalam kategori excellent agreement. Dengan begitu instrumen validasi produk media pembelajaran interaktif dapat dipergunakan sebagai alat mengukur layak atau tidaknya produk media pembelajaran interaktif digunakan.
content validity; construct validity; criterion validity; test-retest; equivalent; split half; KR 20; KR 21; Alfa Cronbach
Analysis of the Validity and Reliability of Indonesian Vocabulary Mastery Instrument Items Using AIKEN'S Model Calculations
This research is part of the research on the development of domino card learning media to improve elementary school students' mastery of Indonesian vocabulary. The purpose of this study was to determine the content validity and reliability of the items of the Indonesian vocabulary mastery instrument that had been prepared in the form of entries. The analysis of the instrument content uses Coefficient V by Aiken's while Reliability uses the Cronbach Alpha calculation. The results of this study indicate that: each item of the Indonesian vocabulary mastery instrument that has been compiled is proven to be valid, the highest with Aiken's V coefficient of 0.94. However, in this case the instrument compiled is still low in the reliability test with the Cronbach's Alpha coefficient of 0.309. So that the instrument that has been prepared needs to be revised before being used.
content validity, AIKEN’S model, reliability