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PENGARUH MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA WORDWALL TERHADAP AKTIVITAS BELAJAR PADA MATA PELAJARAN PENDIDIKAN PANCASILAi KELAS IViDI SD GUGUSiVI KECAMATANiSAWAN Komang Juli Ardiani; IG. Agung Jaya Suryawan; Putu Yulia Angga Dewi
Widyajaya: Jurnal Mahasiswa Prodi PGSD Vol. 6 No. 1 (2026): Widyajaya
Publisher : Widyajaya: Jurnal Mahasiswa Prodi PGSD

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Abstract

This paper strives to see the effect of the TGT model assisted by Wordwall media on the learning activities of fourth grade students in Pancasila Education subjects. Pancasila learning in elementary school is often considered boring, thus reducing student learning activities. Observations at SD Gugus VI Sawan District displayed that the average student the learning task was only 67.85. This research implemented an experimental approach supported by quantitative data. As well as with the type of pretest-posttest control group design. The sample of the study was class IV at SD Negeri 4 Sangsit with 36 students selected for the experimental class while class IV students at SD Negeri 1 Kerobokan with 37 students selected as the control class. Data gathering in this research employed observation, interviews, surveys, and document analysis explain the mean N-Gain value in the experimental class obtained 0.7119 with high class criteria. Then the mean N-Gain value in the control class was obtained 0.5206 with the criteria of the medium group, so the mean N-Gain value of the experimental class was greater than the mean N-Gain value the non-experimental group. Through the results of data analysis, the research explains that there is a significant difference in the learning activities Pupils taught via the Teams Games Tournament (TGT) approach assisted by wordwall media employed for students who were not instructed using the Teams Games Tournament (TGT) method, aided by wordwal tools in the Pancasila education map of grade IV students in SD Gugus VI Sawan sub-district seen from the t-count value of 10,496> t-table 1,667.
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL INTERAKTIF BERORIENTASI KEARIFAN LOKAL PADA MATERI BUMI KITA TERANCAM BAHAYA MATA PELAJARAN IPAS KELAS VI Ni Ketut Sudewi Apriliantari; Komang Trisna Mahartini; Putu Yulia Angga Dewi
Widyajaya: Jurnal Mahasiswa Prodi PGSD Vol. 6 No. 1 (2026): Widyajaya
Publisher : Widyajaya: Jurnal Mahasiswa Prodi PGSD

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Abstract

This development research aims to describe the design, analyze the validity, and practicality of interactive digital comic learning media oriented towards local wisdom.Tri Hita Karana the material our earth is threatened with danger in chapter 7 of the subject of science for grade VI students. This research was conducted at Elementary School in the Gugus III area of ​​Buleleng District. This research is a type of development research (Research and Development) which uses the ADDIE model with 5 stages, namely analysis, design, development, implementation, and evaluation. However, in this study the ADDIE stages were carried out only up to the implementation stage. This interactive digital comic was created with the help of the application Canva, Pinterest, Quizizz and Heyzine Flipbook. The material is presented in a structured and interactive manner in the form of illustrated stories with human cartoon characters that are suitable for children. The media validity test obtained a result of 0.93, and the material validity obtained a result of 0.92, while the language validity obtained a result of 0.94. These results indicate that digital comics have a "Very high" validity category. Meanwhile, the practicality test conducted on 2 teachers and 26 students obtained an average value of 98% and 96%, respectively. These scores indicate that this local wisdom-oriented interactive digital comic media is very practical to use in classroom learning, especially in the material our earth is threatened by danger in the subject of science for grade VI elementary school. The results of the development of interactive digital comic learning media oriented to local wisdom Tri Hita Karana (THK) This sixth grade science subject is recommended to be applied in learning and to be tested in more depth by other researchers.
PENGEMBANGAN E-LKPD BERORIENTASI KEARIFAN LOKAL BERBANTUAN LIVEWORKSHEET MAPEL PENDIDIKAN PANCASILA KELAS IV SD GUGUS II KECAMATAN BULELENG Ni Luh Pramiswari; I Made Ariasa Giri; Putu Yulia Angga Dewi
Widyajaya: Jurnal Mahasiswa Prodi PGSD Vol. 6 No. 1 (2026): Widyajaya
Publisher : Widyajaya: Jurnal Mahasiswa Prodi PGSD

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Abstract

The urgency of this research lies in the need to develop relevant and contextual learning media, especially in the context of education oriented towards local wisdom The research aims to develop local wisdom-oriented E-LKPD with the help of Liveworksheet on the subject of community identity in the subject of Pancasila Education grade IV SD in Gugus II Buleleng District. The background of this research is the low motivation and involvement of students in learning Pancasila Education which is still conventional and does not link the material with daily life and local values. The research method used is development research (Research and Development) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. Product validity was tested through the validation of material experts, media experts, and linguists, while practicality was tested through questionnaires to teachers and students. The data were analyzed qualitatively and quantitatively to determine the feasibility of the developed E-LKPD. The results showed that this Liveworksheet-assisted local wisdom-oriented E-LKPD was declared valid and practical for use in learning.The E-LKPD was able to increase students' learning motivation, engagement, and understanding of Pancasila Education materials, especially in the aspect of community identity associated with local wisdom values. Obstacles found in the form of limited digital devices and technological literacy in some students and teachers, but can be overcome through training and facility support. Thus, this E-LKPD is recommended as one of the innovative learning media to improve the quality of Pancasila Education learning in elementary schools and can be further developed on other materials or levels.
PENGEMBANGAN MEDIA KOMIK DIGITAL PADA MATERI KEUNIKAN KEBIASAAN MASYARAKAT DI SEKITARKU MATA PELAJARAN IPAS KELAS IV SEKOLAH DASAR Kadek Agus Dita Rismawan; I Made Sedana; Putu Yulia Angga Dewi
Widyajaya: Jurnal Mahasiswa Prodi PGSD Vol. 6 No. 1 (2026): Widyajaya
Publisher : Widyajaya: Jurnal Mahasiswa Prodi PGSD

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Abstract

The problem faced in IPAS learning is the minimal use of interactive learning media. The application of values and understanding of the traditions in the surrounding environment are also rarely implemented in the students' school environment. Therefore, creating learning media that connects values to everyday life becomes very important. This research aims to describe the design and analyze the validity and practicality of digital comic learning media on the topic of the uniqueness of community customs around me. This research uses the Research and Development (R&D) method with the ADDIE model, which includes the analysis, design, development, implementation, and evaluation stages, but is limited to the implementation stage. The research subjects consisted of 3 instrument experts, 6 product experts, and 3 teachers and 6 students from Grade IV of SD Negeri 1 Paket Agung, SD Negeri 1 Sari Mekar, and SD 2 Sari Mekar for practicality assessment. The data collection methods used include observation, interviews, documentation, and questionnaires. The research results show that digital comic learning media has very high validity, with scores of 0.9 from content experts, 0.9 from media experts, and 0.9 from language experts. At the practicality test stage, teachers gave a rating of 93% and students 94%, both of which fall into the very good category. This research concludes that digital comic learning media is highly valid and very practical for mathematics learning in elementary school.