This research aims to explore the geometric elements in the Malay Riau tabak that can be used as a more in-depth, meaningful source for learning mathematics, and can increase students' awareness of the importance of preserving culture as a heritage of ancestors. The type of research conducted is qualitative research with an ethnographic research method. Data collection was carried out using obs…
Educational background is an educational institution that has been attended by someone. This study aims to determine and describe the influence of teacher educational background on professional competence, which is analyzed based on 3 indicators, namely, knowledge of learning content and how to teach it, characteristics of students and how to teach it, and curriculum and how to use it. This stu…
This study aims to develop Ethno-Monopoly learning game media on whole number Phase B material for elementary school that is feasible for use in learning activities. The method used in this research is the research and development method or research and development (R&D). Using the Plomp development model, into three phases (preliminary research, prototyping phase dan assessment phase). Data co…
This chapter explores the presence and nature of gender equity in the numeracy skills of fourth-grade students in Indonesian primary schools. The research involved 120 students from four public schools in Pekanbaru. The study investigates whether gender influences students' mathematical performance using a numeracy instrument aligned with Bloom’s taxonomy. The findings reveal no statistically…
This study aims to develop web-based card education with the theme of a harmonious ecosystem for IPAS content in grade 5 elementary school. This study aims to test the feasibility and practicality of web-based card education with the theme of a harmonious ecosystem used by grade 5 students at SDN 012 Kuantan Sako in September. This research is a Research and Development (R&D) study using t…
This study aims to describe the motives and patterns of social media use by upper-grade elementary school students. The research uses a descriptive quantitative method with descriptive statistical analysis techniques. The sample in this study consisted of 72 students from grades IV to VI at Al-Manar Integrated Islamic Elementary School, Pekanbaru City. The data collection technique and res…
This study aims to explore ethnomathematics in the Replica of the Indragiri Royal Palace. This study uses an ethnographic method which is a method of qualitative research. The subjects of this study were 6 people. In this study, the main instrument was the researcher himself and the supporting instruments were observation, documentation and interviews. Data analysis techniques were carried …
This research is motivated by the low learning outcomes of PPKn students of grade V of SD Negeri 184 Pekanbaru who have not met the criteria for achieving learning objectives (KKTP). It is known that low learning outcomes are caused by less varied learning in the use of learning models and media so that it reduces student activity and has an impact on student learning outcomes. This study aims …
This study aims to determine the effect of Cooperative Learning Model type Make a Match on the learning outcomes of grade V elementary school students in the 2024/2025 academic year. This research is quantitative with the research method used is experimental research with the type of Quasi Experiment research using the research design Nonequivalent Control Group Design. Pretest-posttest control…
This study aims to test the animated video media of flat geometry material based on Malay culture on student learning outcomes. The method used in this study is a quasi-experimental. The sample of this study was two classes from grade II. The classes were divided into two different groups. One of the classes was the experimental group and the other was the control group. The researcher conducte…
This study aims to examine the impact of applying the Theory of Didactic Situations on enhancing students' problem-solving abilities in mathematics, specifically among fifth-grade elementary school students learning about the comparison of distance, time, and speed. At present, elementary students generally exhibit limited problem-solving skills; while they are able to complete assigned problem…
In the current digital era, the development of digital media and information technology is expected to pose challenges in accessing, selecting, and using information from the evolving digital era and to improve student learning. This study aims to determine the effect of applying web-based literacy to increase students' reading interest. This research uses a quantitative method with an experime…
This study aims to produce a valid, feasible and practical e-module product based on local wisdom for reading learning for fifth grade elementary school students. This local wisdom-based e-module was developed using the Research and Development (R&D) research method with the 4-D model from Thiagarajan. It passed the validation stage by material and language experts and teaching material experts…
This study aims to determine the level of understanding among students of SD Negeri 023 Kp. Besar Seberang Rengat regarding the Malay culture of Rengat, Riau, in the 2024/2025 academic year. This research is a descriptive quantitative study. The data collection methods used were written tests and interview as a supporting instruments, with a total sample of 23 respondents. Data analysis was car…
This research is motivated by previous research that shows the low mathematical connection ability of students. To respond to this, the researcher conducted an experiment entitled the influence of the Realistic Mathematics Education (RME) approach on the mathematical connection ability of fifth grade elementary school students. The purpose of this study was to determine the influence of the RME…
This research was conducted to evaluate the validity and practicality of animation-based guntung war videos as a project to strengthen the profile of Pancasila students. Research and development (R&D) is the term for this research. By using a 4D model which is divided into four stages of defining, designing, developing, and deploying. Animation-based guntung war video learning is a very feasibl…
This research is based on a media that supports teaching and learning activities in the classroom which takes advantage of conditions to develop learning media, namely Sudoku Problem Solving. This media is made physically so that it can be used easily, safely, and can be used by anyone. This media was developed using the Research & Development method with the Plomp model which uses 3 phases…
This study aims to develop a valid and feasible IPAS student worksheet (LKPD) based on the Turun Mandi tradition for fourth-grade students of SDN 005 Rawang Sari. This research is categorized as research and development (R&D). The development model used in this study is the ADDIE model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation.The study wa…
This study aims to develop a valid and practical Augmented Reality (AR)-based learning media for teaching geometry in fifth-grade elementary school. The research employs a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through interviews and questionnaires, then…
This research is a research and development that aims to develop a local wisdom-based illustrated storybook media that raises the story of the Siak Palace for elementary school students. This research and development uses the ADDIE development model; analysis, design, development, implementation, and evaluation. This research was conducted on grade V students of SDN 001 Tualang District, Siak R…