The Effectiveness of Mopila Media to Improve Students' Civic Skills in Pancasila Education Subject of Fourth Grade Elementary School
The lack of implementation of interesting and interactive learning media in Pancasila education has an impact on the low civic skills of students. The research has been conducted to assess the effectiveness of Mopila (Monopoli Pancasila) media to improve the civic skills of fourth grade students in Pancasila Education. This research uses a quantitative research method by using a pre-experimental design of one-group pretest-posttest design which subject is students at SD Negeri 1 Bangsri. Data has been collected through questionnaire instruments, while the data is analyzed using normality test and paired sample t-test. The research results have demonstrated a significant increase between the pretest and posttest results of students' average scores from 49.1 with a percentage of 61% to 59.6 with a percentage of 74%. In addition, the significance value of p < 0.001 indicates that it is effective for improving students' civic skills, including intellectual skills and participation skills. The implementation of Mopila media is capable of creating an interactive, collaborative, and enjoyable the learning process, which allows students to think critically, participate actively, take responsibility in groups, participate in discussions, be confident in expressing opinions, and understand the values of Pancasila more satisfactory. Therefore, Mopila media is effective as an educational tool that improves the civic skills of students’ elementary school.
- Research Article
- 10.31603/bedr.10170
- Oct 20, 2023
- Borobudur Educational Review
This study aims to determine the effect of the think pair share learning model assisted by Canva media on the critical thinking skills of fourth grade students at SD Negeri 3 Plososari, Kendal Regency. The research method used in this study is an experiment with a pre-experimental design. While the type of research used in this research is one group pretest-posttest. The sample used in this study were 22 grade IV students at SD Negeri 3 Plososari, Kendal Regency. Data collection in this study used a questionnaire instrument in the form of pretest-posttest and observation sheets. The questionnaire instrument was given twice, where the pretest instrument was given to students before being given treatment and the posttest instrument was given after students were given treatment. The statistical test used in testing the hypothesis uses a paired sample t-test assisted by SPSS 25. The results obtained in this study indicate that the Think Pair Share model assisted by Canva media influences the critical thinking skills of fourth grade students at SD Negeri 3 Plososari, Kendal Regency. It is proved that the average pretest score is 63.5 < posttest 78.81. Furthermore, the paired sample t-test obtained a significance result (2 taied) 0.000 <0.05, so it can be concluded that the Think Pair Share model assisted by Canva media has a significant effect on students' critical thinking skills.
- Research Article
- 10.29407/jpdn.v10i1.22456
- Jul 31, 2024
- JURNAL PENDIDIKAN DASAR NUSANTARA
The purpose of this study was to determine the validity of the development of fun flipbook activity media in improving the numeracy skills of fourth grade students, to determine the implementation of fun flipbook activity media in improving the numeracy skills of fourth grade students, and to test the effectiveness of fun flipbook activity media in improving the numeracy skills of fourth grade students. The method and type of research used in this study were RnD with the ADDIE development model. The instruments used in this study included questionnaires, observation sheets and tests. This study was conducted at SDN 2 Kendalrejo with research subjects of 38 fourth grade students with low, medium and high abilities. From the study it was known (1) the level of validity of fun flipbook activity, from expert validation showed a percentage achievement of 91.5% with a high category or with very valid criteria and feasible to use, (2) the level of implementation based on the observation sheet, implemented reached a percentage of 95.5% with a very high category (3) the level of effectiveness of fun flipbook activity reached a percentage of 94.72% with a high category and feasible to use. Based on the data above, it shows that the fun flipbook activity developed is stated to be very valid, has high implementation and is effective for use in learning. Based on the data above, it shows that the fun flipbook activity media developed is stated to be very valid, has high implementation and is effective for use in learning.
- Research Article
- 10.22373/pjp.v13i3.25073
- Dec 27, 2024
- PIONIR: JURNAL PENDIDIKAN
The purpose of the study was the effect of STEM learning model on critical thinking skills of fourth grade students of SDN Cipondoh 4 Tangerang City. This research was conducted at SDN Cipondoh 4 Tangerang City, 2023/2024 school year consisting of two classes, namely class IV A totaling 24 people as the experimental class and class IV B totaling 24 people as the control class with a total of 48 students. This study uses an experimental method with a form of Quasi Experimental design type Nonequivalent Control Group Design with data collection techniques used, namely interviews, observations, documentation and tests. Data analysis techniques in this study include descriptive analysis of data, analysis requirements test (normality and homogeneity test), hypothesis testing to determine the effect of science critical thinking skills of fourth grade students using the STEM learning model. The results of the pre-test and post-test showed that the average value of control class students was 71.16, and the average of experimental class students was 93.25, so the increase was 22.09. The experimental class post-test results showed a t-value of 3.233, a t-table value of 1.677 with a significance level value of 0.002> 0.05. These results indicate that there is an influence on students' critical thinking skills between students who use the STEM (Science, Technology, Engineering, Mathematics) learning model and students who use conventional learning models. This study concludes that there is an effect of using the STEM learning model on the critical thinking skills of science fourth grade students of SDN Cipondoh 4 Tangerang City.Keywords: Critical thinking skills, Science learning, STEM
- Research Article
- 10.31603/bedr.5640
- Oct 31, 2021
- Borobudur Educational Review
This research aims to determine the effect of the PQRST method assisted by Sentence Puzzle Media on Reading Comprehension Skills for Grade 4 Students at SDN Banyakan, Mertoyudan District, Magelang District.The research design design uses a Pre-Experimental with the type of One Group Pretest-Posttest Design. Samples taken as many as 25 students through saturated sampling technique. The data collection method used in this research is the performance test. The validity test of intrumen by expert and using with SPSS 24.0 for windows like that reliability test. Prerequisite analysis test consist end from normality test, while data analysis used parametric statistical techniques, namely the Paired Sample T-test with the help of SPSS 24.0 for windows.The results showed the reading comprehension skills of the fourth grade students of SDN Banyakan before using the PQRST method assisted by sentence puzzle media (Pre test), the highest reading comprehension skills were 66, while the lowest was 13 with the average student being 41.20. The results of reading comprehension skills after using the PQRST method with sentence puzzle media (Post test) obtained the highest score of 87, the lowest score of 40 with the average reading comprehension skills of students was 62.76. Based on the results of the study showed that the PQRST method assisted by sentence puzzle media had a significant effect on reading comprehension skills of fourth grade students of SDN Banyakan. This is indicated by the tcount value of 16.800 with a sig = 0.00 (p <0.05).
- Research Article
- 10.46963/mpgmi.v11i2.2791
- Jul 31, 2025
- Mitra PGMI: Jurnal Kependidikan MI
The rapid development of technology in Indonesia presents new challenges in the field of education, particularly in increasing student engagement in every subject, including Pancasila Education. Based on observations and interviews conducted at SD Assunniyyah, it was found that students were less active in Pancasila Education classes, tending to be passive, bored, and rarely involved in question-and-answer sessions or discussions. The purpose of this study is to examine the implementation of the interactive Wordwall media as a strategy to enhance student engagement in Pancasila Education learning at the elementary school level. This research uses a qualitative method with a case study approach. The results show that the use of Wordwall media significantly increases student engagement in Pancasila Education, encouraging quicker responses, a greater willingness to ask questions, and creating a more enjoyable learning atmosphere. The implementation of interactive Wordwall media as a strategy to enhance student engagement in Pancasila Education at the elementary level has a significant long-term impact on the education sector. This media not only increases students’ active participation in the learning process but also fosters a positive attitude toward Pancasila Education, particularly in understanding the values of nationalism and character.
- Research Article
- 10.17509/mimbardik.v10i1.81030
- Mar 1, 2025
- MIMBAR PENDIDIKAN
Suboptimal student learning outcomes indicate a gap between expectations and reality, emphasizing the need for improvements in the learning process. This study aimed to examine the effectiveness of the edugame-assisted problem-based learning model in enhancing the learning outcomes of Grade V students in Pancasila Education at SDN 3 Karanggondang. A quantitative research method was employed using a pre-experimental one-group pretest-posttest design. Sampling was conducted through a saturated sampling technique, involving all fifth-grade students as the sample. Multiple-choice test instruments were used for data collection and underwent rigorous testing for validity, reliability, difficulty levels, and differentiation before being implemented as pretest and posttest assessments. Data analysis techniques included normality testing, a paired-sample t-test, and an ANOVA test. The results indicated that the average pretest learning outcome was 50.5, with a completeness rate of 11.1%. In the posttest, the average increased to 82.1, with a completeness rate of 85.1%. The normality test results for the pretest and posttest were 0.214 and 0.088, respectively, confirming that the data were normally distributed. Furthermore, the paired-sample t-test yielded a significance value (p) of 0.01 0.05, leading to the rejection of Ho and the acceptance of Ha, demonstrating the effectiveness of the applied model. The ANOVA test showed that the model contributed 66.3% to the learning outcomes. Therefore, it can be concluded that the edugame-assisted problem-based learning model is highly effective in improving the learning outcomes of Grade V students in Pancasila Education at SDN 3 Karanggondang.
- Research Article
- 10.33752/ijpse.v5i2.8819
- Apr 25, 2025
- IJPSE Indonesian Journal of Primary Science Education
This study examines the effectiveness of using interactive learning media in Pancasila education for fourth-grade students at SDN 1 Anturan Singaraja. The results of interviews and observations indicate that interactive media can enhance students' attention, engagement, and understanding compared to conventional methods. Visually and auditorily appealing animations help students connect theoretical concepts with everyday life, making learning more effective and enjoyable. However, challenges such as limited internet access and a lack of alignment between content and local culture hinder its optimal use. Therefore, recommended solutions include improving school network facilities, developing more contextually relevant learning media, and providing teacher training in creating interactive media. Additionally, university students as future educators are expected to master digital technology to create innovative teaching methods. Thus, the use of interactive learning media is expected to comprehensively improve the quality of Pancasila education in elementary schools.
- Research Article
- 10.70713/ijest.v5i1.74376
- Jun 14, 2025
- International Journal of Elementary School Teacher
This research is motivated by peer interaction and students' speaking skills. This research is a type of correlational research with a quantitative approach that aims to determine whether or not there is a significant relationship between peer interaction and speaking skills of fourth grade students of SD Inpres 5/81 Mallari, Bone Regency. The population in this study were 20 fourth grade students using a saturated sample technique. Peer interaction data were collected through a questionnaire instrument and student speaking skills data were collected through a test. The data analysis technique used descriptive statistical analysis and inferential statistical analysis. Based on the results of descriptive statistics, it was obtained that peer interaction was in the high category with an average of 65.63% and students' speaking skills with an average of 55.76% in the moderate category. The results of the inferential statistical analysis showed that there was a significant relationship between peer interaction and students' speaking skills with a correlation coefficient of 0.545 and was in the moderate category. Thus, H0 was rejected and H1 was accepted. So it can be concluded that there is a significant positive relationship between peer interaction and speaking skills of fourth grade students of SD Inpres 5/81 Mallari, Bone Regency
- Research Article
- 10.36989/didaktik.v9i04.1917
- Sep 30, 2023
- Didaktik : Jurnal Ilmiah PGSD STKIP Subang
The background of this research is the low critical thinking skills of students in Mathematics learning, aiming to improve the critical thinking skills of fourth grade students at SDN 1 Karantengah, Karangsembung District, Cirebon Regency through the Problem Based Learning (PBL) learning model. This research is a classroom action research in which the researcher collaborates with the class IV teacher at SDN 2 Kubangkarang as an observer. The research subjects were 13 students of grade IV SDN 1 Karangtengah, consisting of 7 male students and 6 female students. The techniques used in data collection are tests, observations, interviews, field notes and documentation. The data obtained are in the form of test results as primary data and results of observations, interviews, field notes, and documentation as support. The data analysis technique used is quantitative descriptive analysis to analyze the results of the final test for each action. The research was conducted in two cycles. The results showed that the application of the Problem Based Learning (PBL) learning model in Mathematics subjects could improve the critical thinking skills of fourth grade elementary school students. This result is indicated by the increase in students' critical thinking skills by obtaining an average score in the initial conditions, namely 67.79, which experienced an increase in cycle I, namely 73 and cycle II, namely 86. Based on this research, it can be said that the application of the Problem Based Learning (PBL) learning model can improve students' critical thinking skills in Mathematics in class IV elementary school.
- Research Article
- 10.35334/judikdasborneo.v6i1.6078
- Feb 26, 2024
- Jurnal Pendidikan Dasar Borneo (Judikdas Borneo)
Type of research used is research and development or Research and Development which refers to the ADDIE development model which consists of five research stages, namely Analysis, Design, Development, Implementation, Evaluation. The data collection instruments are validation sheets, learning results tests and student motivation questionnaires. Validation results obtained from material experts are 95%, language experts are 93.3%, media experts are 77.3% and practitioner experts are 100% and the average percentage score validation from the four validators was 91.4%. Validation results from material experts, language experts, media experts and practitioner experts show that interactive learning media is very suitable for use in the learning process. Then the results of the limited trial student motivation questionnaire were 81%, the results of the field trial student motivation questionnaire were 82.03%, and the pre-test limited trial student learning test results were only in 3 categories, namely, low, medium and high categories. The post-test for trial students is limited to only 2 categories, namely, the high and very high categories. The post test results of students in the limited trial were 5 students out of a total of 6 students who had achieved the KKM score. The results of the pre-test field trial student learning tests were only in 5 categories, namely, very high, high, medium, low and very low categories. Post-test field trial students were only in 1 category, namely, the very high category. The post test results of students in the field trial were 28 students out of a total of 28 students who had achieved the KKM score.
- Research Article
- 10.21070/acopen.9.2024.10429
- Oct 24, 2024
- Academia Open
General Background: The integration of interactive learning media has become essential in contemporary education to meet the demands of digital transformation and engage students more effectively. Specific Background: In SDN Sarirogo, low student performance in Pancasila Education, particularly regarding complex topics such as constitution and norms, highlights the need for innovative teaching approaches. Knowledge Gap: Existing instructional methods rely heavily on conventional techniques, such as lectures and textbook exercises, which fail to stimulate interest or cater to diverse learning styles. This has created a gap in effective engagement and comprehension of abstract concepts like constitutional principles and societal norms. Aims: This study aims to develop and evaluate interactive learning media using Macromedia Flash to enhance student understanding and interest in the subject matter. Results: Employing the ADDIE development model, the research yielded a highly effective product validated by media, design, and subject experts, achieving an average score of over 90% in expert evaluations. Field trials involving 30 students demonstrated a significant improvement in learning outcomes, with post-test scores markedly surpassing pre-test results. Novelty: Unlike prior approaches, this study leverages multimedia integration—combining audio, visual, animation, and interactive elements—to address diverse learning needs and provide an engaging platform for Pancasila Education. Implications: The findings underscore the potential of interactive learning media to transform traditional pedagogies, providing educators with tools to foster deeper understanding and sustained interest in constitutional and normative education. This approach not only supports curriculum goals within the Merdeka Belajar framework but also aligns with the broader vision of equipping students with foundational knowledge essential for civic engagement and societal harmony. Highlights: Innovative Approach: The study utilizes Macromedia Flash to create multimedia-rich educational content. Effective Results: Validations and field trials demonstrate over 90% effectiveness in improving student engagement and learning outcomes. Curriculum Alignment: Supports the Merdeka Belajar curriculum by integrating interactive media tailored to students' diverse learning styles. Keywords: Interactive Learning Media, Pancasila Education, Constitution and Norms, ADDIE Model, Merdeka Belajar
- Research Article
- 10.64840/bhaswara.v1i1.28
- Aug 31, 2025
- BHASWARA: Jurnal Pendidikan Bahasa dan Sastra Indonesia
This research is motivated by the low writing skills of students in writing essays, students have difficulty in developing ideas or concepts in writing according to the predetermined theme, students admit that they are less interested in learning to write, because it tends to be boring. This study aims to determine the effect of the roundtable learning model on the writing skills of fourth grade students of SDN 01 Simabur. The type of research used is quantitative experiment one group pretest-posttest design. In this study, the population was fourth grade students of SDN 01 Simabur, with a sample size of 15 people. The sampling technique in this study used Purposive Sampling. Data collection in this study used a writing test instrument. By using the initial test (pretest) and final test (posttest). The data analysis techniques used are the normality test and homogeneity test, then conducting a hypothesis test using the t-test. The results of the study showed that there was an influence of the roundtable learning model on the writing skills of grade IV students of SDN 01 Simabur, this was evidenced by the output of the Paired Sample T-test table above, the Sig value (2-tailed) was 0.000 <0.05, so according to the decision making of the hypothesis test, it can be concluded that Ho is rejected and Ha is accepted. This means that there is an Influence of the Roundtable Learning Model on the Writing Skills of Grade IV Students of SDN 01 Simabur.
- Research Article
- 10.21831/didaktika.v6i2.63448
- Jan 11, 2024
- DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar
Understanding the concept is the ability expected in every learning process. But not all students can master the understanding of the concept well. Researchers are trying to provide an alternative by creating interactive learning media to help understand mathematical concepts, especially integer material in grade 6 elementary schools. This research aims to develop a number-line interactive multimedia product to increase the understanding of the concept of addition of positive and negative integer operations. The purposes can be specified as follows: (1) to produce valid number-line interactive multimedia; (2) to produce number-line multimedia that is practical and effective; (3) to produce multimedia that can assist educators in the learning and teaching process. This research used the Research and Development (RD) method with the ADDIE development model. This research was conducted in grade 6 of SD Negeri 1 Matenggeng. The targeted output of this research is to find out how to increase understanding of concepts through the development of interactive multimedia on positive and negative integer operations. The results obtained in this research were based on the validation of material experts, the results obtained were 4.41 very feasible classification. While the media validation shows a score of 4.25 with an interpretation of the very feasible classification. It can be concluded that this interactive learning media is feasible to use.Ade, S. M. (2018). Development of Interactive Multimedia-Based Learning Media.Ministry of Education and Culture. (2003). National Education System 20 of 2003.Ardianti, S. D., Christijanti, W., Dewi, P. (2012). The Role of Animation Media with the Time Token Learning Method on Learning Activities and Results. Journal of Biology Education, 1(1)Ariani, N. H. 2010. Multimedia Learning in Schools Guidelines for Inspirational, Constructive, and Prospective Learning. Jakarta: PT Prestasi Pustakarya.Ministry of National Education. 2003. Special Guidelines for the Development of a Junior High School Competency-Based Assessment System. Jakarta: Ministry of National Education.Dewi, A. P. (2021). Use of Interactive Slides in Online Learning Materials on Genetic Substances to Improve Students' Cognitive Aspects. WASIS: Scientific Journal of Education, 2(1), 55-61.Duffin, J.M. Simpson, A.P. 2000. A Search for understanding. Journal of Mathematical Behavior. 18(4): 415-427.Erfan Priyambodo, A. W. (2012). The Effect of Web-Based Interactive Learning Media on Student Learning Motivation.Educational Journal, 99 - 109.Hanim, Fitria Amiruddin. (2016). Effect of Using Remote Sensing Interactive Learning Multimedia on Geography Learning Outcomes. Journal of Education, 1(4):Istiqlal, M. (2017). Development of interactive multimedia in learning mathematics.JIPMat, 2(1).Jannah, R., Ahmad, A., Duskri, M. (2019). Understanding the Concept of Counting Integer Operations for Junior High School Students through Brain-Based Learning.Opportunity Journal, 7(2), 22-33.Kumalasani, M. P. (2018). The Practicality of Using Interactive Multimedia in Class IV SD Thematic Learning. Journal of Elementary Education, 2(1A), 1–11.Kurniawati, I.D. (2018). Interactive Multimedia-Based Learning Media to Improve Students' Understanding of Concepts.Journal of Computer and Information Technology, 68-75.Made Giri Pawana, N. S. (2014). Development of Project-Based Interactive Media with the ADDIE Model on Web Programming Material for Grade X Students of Even Semester at SMK N 3 Singaraja.e-Journal of Postgraduate Program at Ganesha University of Education, 1-10.Mayern, Richard E. 2009. Multi-Media Learning. Yogyakarta: Student Libraries.Mawaddah, S., Maryanti, R. (2016). The ability to understand mathematical concepts of junior high school students in learning using the guided discovery model (discovery learning).EDU-MAT: Journal of Mathematics Education, 4(1).Muhsetyo, et al. 2007. Elementary Mathematics Learning. Jakarta: The Open University.Mulyono, B., Hapizah, H. (2018). Understanding Concepts in Learning Mathematics.Kalamatica: Journal of Mathematics Education, 103-122.Novitasari, D. (2016). The influence of the use of interactive multimedia on the ability to understand students' mathematical concepts.FIBONACCI: Journal of Mathematics and Mathematics Education, 2(2), 8-18.Radiussman. (2020). Literacy Studies: Understanding Students' Concepts in Learning Mathematics.Journal of Mathematics and Mathematics Education, 1-8.Sanjaya, W. (2009). Classroom action research. Jakarta: Kencana Prenada Media Group. Sugiono. (2016). Quantitative Research Methods, Qualitative and RD.Bandung: Alphabet.Sugiyono, P. (2016). Management Research Methods (Quantitative Approaches, Qualitative, Mixed Methods), Action Research (Action Research, and Evaluation Research).Bandung: Alfabeta Cv.Sukardjo. (2006). Collection of learning evaluation materials. Yogyakarta: Yogyakarta State University Postgraduate Program.Sukmadinata, Nana Syaodih. (2017).Educational Research Methods. Bandung: PT. Roesdakarya youth.Unaenah, E. (2020). Analysis of Students' Understanding in Counting Operations Adding Integers Using Number Lines.Journal of Education and Social Sciences, 296-310.Wahyuni, Esa. (2017). The Usage of Multimedia Improve Physics Learning Achievement. Journal of Prospective Learning. 2(2): 85- 86.Wahyuningtyas, D. T. (2015). Use of Toy Car Media to Increase Understanding of the Concept of Integer Count Operations.Journal of Educational Inspiration, 5(1), 587-592.Wahyuningtyas, D. T. Iskandar, L. (2016) Improving Understanding of the Concept of Multiplication and Division of Integers Using Wayangmatika Media. Radiation Journal, 5(3): 51-60 Wahono, R. S. (2006). Aspects and criteria for evaluating learning media.Online)(http://romisatriawahono.net/, accessed on 15 March 2023).Widoyoko, E.P. (2012). Techniques for preparing research instruments.Yogyakarta: student library, 15(1), 1-22 Wildaniati, Y. (2016) Learning Integer Mathematics with Teaching Aids. Elementary Journal, 1(1): 33-40.
- Research Article
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- 10.23887/jisd.v6i4.54444
- Dec 13, 2022
- Jurnal Ilmiah Sekolah Dasar
Reading and writing are very important skills in education. When compared to other countries, the ability to read and write Indonesian people is still low. This study aims to analyze whether the application of the Quantum Learning model with Big Book media can overcome the lack of reading and writing skills. The research design used was a quasi-experimental design. Where the two elementary schools were divided into an experimental class and a control class. Respondents in this study consisted of teachers and second grade students. Data collection techniques used are observation, tests, and documentation. The data analysis techniques used the normality test, homogeneity test, T test, and ANOVA test. The results showed that there was a significant increase in the posttest results of students' reading and writing skills after applying learning with the Quantum Learning model and Big Book media. The results of the ANOVA test showed that learning in the experimental class and control class could improve students' reading and writing skills, although the average value of the increase in the experimental class that applied the Quantum Learning model with Big Book media was higher.
- Research Article
3
- 10.23887/jisd.v3i2.17756
- Jun 18, 2019
- Jurnal Ilmiah Sekolah Dasar
This study aims to determine the application of What 's In Here game based on the Team Games Tournament (TGT) model to foster critical thinking skills of fourth grade students at Gabus 04 SDN Pati. This research is quantitative research. This study uses One Group Pretest-Posttest Design. The population in this study were all fourth grade students at Gabus 04 Pati SDN totaling 31 students in the 2018/2019 school year. The instruments used are (1) Test. (2) Questionnaire, (3) Observation, and (3) Documentation. Data analysis using technical analysis of normality test data, hypothesis testing (t-test), and N-Gain Test. The normality test is used to find out whether the class is normally distributed or not. Hypothesis testing uses the t-test. The N- Gain test is used to calculate students' critical thinking abilities. The results of the research conducted can be concluded that the game What 's In Here can be applied to foster critical thinking skills of fourth grade students at Gabus SDN 04 Pati. This can be seen from the improvement of students' critical thinking skills. Besides that it is reinforced by the results of t-test calculations obtained by tcount for critical thinking skills of 7.232 and ttable of 1.694 because of tcount (7.232)> ttable (1.694), so this shows that the t test of critical thinking skills is significant. While the results of the observations carried out the highest aspects, namely the synthesizing skills of 78.2%.
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- 10.29240/jpd.v9i1.12805
- May 31, 2025
- AR-RIAYAH: Jurnal Pendidikan Dasar
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