Jurnal Pendidikan Indonesia https://jurnal.seaninstitute.or.id/index.php/jupei <p><strong>JU-PENDI (JURNAL PENDIDIKAN INDONESIA)</strong> contains the results of research and thoughts in the field of education about:</p> <p>Study of Learning Effectiveness<br />Application of Learning Model<br />Instructional Media Development<br />Learning Influence Analysis<br />Educational Technology<br />Teacher Education</p> <p><strong>JU-PENDI (JURNAL PENDIDIKAN INDONESIA)</strong> published by the SEAN Institute and published 2 times a year (June and December). The editor invites researchers, teachers, and education practitioners to publish the results of their research on JU-PENDI.</p> en-US Sat, 31 Oct 2026 00:00:00 +0000 OJS 3.3.0.13 http://blogs.law.harvard.edu/tech/rss 60 Application of Edu Assembly Media to Improve Understanding of Joint Material Concepts for Grade VI Elementary School Students https://jurnal.seaninstitute.or.id/index.php/jupei/article/view/1198 <p>Conceptual understanding of joints in IPAS learning remains a problem because the material is abstract in nature and requires spatial visualization skills. The initial learning conditions in Grade VI at SD Negeri Muktiharjo Kidul 02 showed that students experienced difficulties in understanding the types, locations, and directions of joint movements due to teacher-centered learning and the use of less interactive two-dimensional visual media. This study aimed to improve students' conceptual understanding of joints through the implementation of Assemblr Edu 3D media. The study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, which was conducted in two cycles, with each cycle consisting of planning, action, observation, and reflection stages. The research subjects were 26 Grade VI students. Data were collected through conceptual understanding tests and observations of learning activities and were then analyzed quantitatively and qualitatively. Conceptual understanding was measured through the indicators of interpreting, classifying, explaining, and comparing. The results showed an improvement in students' conceptual understanding. The percentage of classical mastery increased from 19.23% in the pre-action stage to 53.84% in Cycle I and 88.46% in Cycle II. In Cycle II, all conceptual understanding indicators also achieved results above the target, namely interpreting at 86%, classifying at 90%, explaining at 84%, and comparing at 88%. The implementation of Assemblr Edu also improved student activity and teacher performance to the very good category. Therefore, Assemblr Edu 3D media is effective in improving students' conceptual understanding of joints in Grade VI elementary school.</p> Asyifa Asma Nabila, Dyana Wijayanti, Tri Wahyuni Copyright (c) 2026 Jurnal Pendidikan Indonesia https://jurnal.seaninstitute.or.id/index.php/jupei/article/view/1198 Wed, 07 Oct 2026 00:00:00 +0000 Improvement of Learning Outcomes Through A Culturally Responsive Teaching (CRT) Approach Based on Media Science Adventure Board Game in Grade IV Elementary School Students https://jurnal.seaninstitute.or.id/index.php/jupei/article/view/1197 <p>This classroom action research was motivated by low learning outcomes and limited student engagement in Science and Social Studies (IPAS) learning among fourth-grade students. This study aimed to improve students' learning outcomes through the implementation of the Culturally Responsive Teaching (CRT) approach supported by the Science Adventure Board Game. The study employed a classroom action research design conducted in two cycles, with each cycle consisting of planning, action, observation, and reflection. The participants were fourth-grade students at SD N Muktiharjo Kidul 02. Data were collected through learning outcome tests, observations, and interviews, and analyzed using quantitative and descriptive qualitative techniques. The results showed an improvement in students' learning outcomes from the Pre-Cycle, with an average score of 70.54 and 32% classical mastery, to an average score of 80.36 with 71% mastery in Cycle I, and further increased to an average score of 90.18 with 89% mastery in Cycle II. The implementation of CRT supported by the Science Adventure Board Game created a more contextual, interactive, and engaging learning experience. Therefore, this approach can serve as an alternative strategy for improving students' IPAS learning outcomes.</p> Muniroh Dzakiyah, Dyana Wijayanti, Tri Wahyuni Copyright (c) 2026 Jurnal Pendidikan Indonesia https://jurnal.seaninstitute.or.id/index.php/jupei/article/view/1197 Wed, 07 Oct 2026 00:00:00 +0000