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 the Cabri 3D Media-Assisted Deep Learning Approach in Learning Spatial Structures for Fifth Grade Elementary School Students
This study aims to determine the effectiveness of the application of the Deep Learning approach assisted by Cabri 3D media in learning spatial geometry for fifth-grade students of SDN Karangsari 4. In this study, there was a low understanding of students on spatial geometry material due to the approach used in learning, namely the traditional teaching approach that does not involve students actively. The Deep Learning approach assisted by Cabri 3D media was applied as a solution, by emphasizing meaningful learning, mindful learning, and joyful learning. The method used was quantitative with a one-group pretest-posttest design. The research sample was 22 students of class VA. Data collection techniques included tests (pretest and posttest). Data analysis used was the normality test, homogeneity test, paired sample t-test and N Gain test. The results of the pretest value normality test obtained a sig value of 0.165, meaning the pretest value is normal, and the results of the posttest value normality test obtained a sig value of 0.194, meaning the posttest value is normal. Based on the results of the homogeneity test, a sig value of 0.926 was obtained, meaning the students' pretest and posttest values ​​were homogeneous. So both pretest and posttest values ​​were normally distributed. Based on the output results of the "Paired Samples t Test" it was found that the 2-tailed Sig value was 0.000 <0.05, so H0 was rejected and H1 was accepted. So there was an average difference between the pretest and posttest of the geometric shape material. The normality analysis of student gain with an average gain value of 0.48 was in the moderate category. Based on the series of test results, it can be said that Deep Learning assisted by Cabri 3D media is effective in learning geometric shape material.
Deep Learning; Cabri 3D; Spatial Structure
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
Teacher Communication Strategies in Dealing with Differences in Character and Emotions of Elementary School Students
Differences in students’ character and emotional conditions are an inherent aspect of the learning process in elementary schools. Teachers are therefore required to possess effective communication strategies to manage this diversity constructively. This study aims to explore and describe teachers’ communication strategies for addressing differences in character and emotions among elementary school students. This research employed a qualitative case study design. Data were collected through in-depth interviews, classroom observations, and documentation involving elementary school teachers selected using purposive sampling. Data analysis was conducted using an interactive model consisting of data reduction, data display, and conclusion drawing. The findings reveal that teachers use empathetic communication, adapt their communication styles to students’ character traits, employ both verbal and nonverbal communication, and apply persuasive and reflective approaches to manage students’ emotions and behaviors. These communication strategies contribute to creating a conducive classroom climate, enhancing student engagement, and supporting students’ social-emotional development. This study emphasizes that teacher communication plays a strategic role not only in delivering instructional content but also in fostering a psychologically safe and supportive learning environment. The findings are expected to serve as a reference for developing elementary school teachers’ communication competencies and for educational policies that promote a humanistic approach to learning
teacher communication strategies, student character, student emotions, elementary school, qualitative research
Literature Review: The Role of Quizizz Media in Improving Science Learning Outcomes of Fifth Grade Elementary School Students
These The current technological era presents new challenges in the world of education, including in the learning process which necessitates the use of diverse digital platforms like Quizizz. The objective of this research is to conduct a literature analysis related to the utilization of Quizizz as a learning tool and evaluation instrument at the elementary school level. This study employed a systematic literature review through five steps: topic determination, article searching, article selection, literature analysis, and conclusion drawing. This research analyzed 24 articles relevant to the focus of the study, which is the use of Quizizz in elementary school learning. These articles were selected and published between 2019 and 2024. The findings from the literature review indicate that: 1) The Quizizz platform is designed as a learning tool because it offers presentation features with various attractive displays, making it more interactive. 2) Generally, Quizizz is used as an evaluation tool, providing numerous assessment features such as multiple-choice questions, open-ended questions, matching questions, and categorization questions. Furthermore, this platform also offers flexible assessments with possible answers including images, videos, and audio. 3) The use of the Quizizz platform generally has a positive impact on improving student learning outcomes; in other words, students' understanding tends to increase after learning material using Quizizz. Additionally, the utilization of Quizizz also contributes to students' learning motivation, enthusiasm, and skill development. Thus, Quizizz becomes a crucial platform for educators in creating innovative Science (IPA) learning to enhance various skills and prepare students to face the challenges of the times and technological advancements.
Kahoot Analysis as a Game Media-Based Learning in Early Childhood Education
This study aims to analyze the use of Kahoot as a game-based learning medium in Early Childhood Education (PAUD). Kahoot is an interactive quiz platform that combines elements of education and entertainment so that it suits the characteristics of early childhood learning. The research method used is a literature study by reviewing various scientific articles, books, and research related to the use of digital media, game-based learning, and early childhood characteristics. The results of the study show that Kahoot has a number of advantages, including increasing children's learning motivation, engagement, and concentration through attractive visual displays, sounds, animations, and a healthy competitive atmosphere. Kahoot also makes it easier for teachers to deliver material in a fun way and encourages active participation of children, even for children who are usually passive. However, the implementation of Kahoot in PAUD faces several challenges, such as limitations in children's literacy and motor skills, the need for intensive assistance from teachers and parents, and the limited technological facilities in several PAUD institutions. To overcome these challenges, teachers are advised to formulate questions based on images and sounds, involve parents, and carry out activities in small groups with a duration adjusted to the child's attention span. With proper planning, Kahoot has proven to have the potential to be a fun, interactive, and effective learning medium for introducing basic concepts to early childhood.
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
Improving Student Learning Outcomes through the Use of Website-Based Learning Media in Elementary Schools
This study aims to improve students' learning abilities by using website-based learning media for metamorphosis material for fourth-grade students at Cempereng State Elementary School. This study was motivated by low student learning outcomes due to the lack of use of visual and interactive media in science learning. This study is a Classroom Action Research (CAR) that took place in two cycles. The subjects were 23 fourth-grade students. Data were collected through learning outcome tests, observations, and questionnaires. The results showed that the average student score increased from 66.3 in the pre-action stage to 74.1 in the first cycle and 83.2 in the second cycle. The learning completion rate also increased from 39.1% to 91.3%. Website-based learning media is able to present material in an interesting way by using a combination of text, images, videos, and interactive quizzes. In addition, student participation and enthusiasm for learning also increased. Thus, website-based learning media has proven effective in improving student learning outcomes and can be used as an alternative science learning that suits the needs and characteristics of elementary school students
website media; learning outcomes; metamorphosis.
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.