I Made Citra Wibawa
Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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E-Comic Oriented to Environmental Care Character Education with Natural Science Content Ida Ayu Mas Utami Putri; I Made Citra Wibawa
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.64470

Abstract

Students need to be more concerned about their environment, which is one of the hot problems in the world of education today. This research aims to develop a comic oriented towards character education that cares about the environment. This type of research is developed using the ADDIE model. The research subjects were two learning material experts and two learning media experts. The trial subjects were two teachers and nine students in small group trials. Data collection methods use observation, interviews, questionnaires, and tests. The data collection instrument is a questionnaire. The techniques used to analyze the data are qualitative and quantitative descriptive analysis and inferential statistics. The research results, the assessment given by learning material experts, were 0.95 (very high). The assessment from learning media experts is 0.92 (very high). The teacher's response was 97.33 (very good). The results of the small group trial were 97.03% (very practical). The t-test results showed a significant difference in students' environmental care attitudes before and after learning using e-comics oriented towards environmental care character education. It was concluded that using e-comic media oriented towards environmentally caring character education effectively increased students' environmentally caring attitudes.
Interactive Multimedia Educational Games Based on Problem-Based Learning (PBL) for Ecosystem Material to Enhance Student Learning Motivation Kadek Ayu Wahyuni; I Made Citra Wibawa; Kade Sathya Gita Rismawan
MIMBAR PGSD Undiksha Vol. 13 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i1.92271

Abstract

Low learning motivation among elementary school students is often influenced by the limited use of interactive and contextual learning media. This study aims to design and develop interactive multimedia in the form of an educational game based on Problem-Based Learning (PBL), examine the validity of the developed product, analyze the practicality of the media within the learning context, and assess its effectiveness in improving students' learning motivation. This research is a type of Research and Development (R&D) utilizing the ADDIE development model and a One Group Pretest-Posttest experimental design. The study involved 24 elementary school students as research subjects. Data were collected through interviews, observations, and questionnaires using validated instruments. The data were analyzed using qualitative and quantitative descriptive analysis techniques. The results show that: (1) interactive multimedia in the form of a PBL-based educational game was successfully developed and meets the criteria for feasible learning media; (2) the content validity scores ranged from 0.875 to 1.00 (very high category), while media validity scores ranged from 0.625 to 1.00 (high to very high category); (3) the practicality of the media was rated 4.80 by teachers and 5.00 by students (very good category); and (4) the media’s effectiveness yielded a significance value of < 0.001, indicating a statistically significant increase in students' learning motivation between the pretest and posttest. These findings affirm that integrating interactive multimedia based on PBL into the learning process can foster a more engaging, creative, and meaningful learning experience, making it a promising innovative strategy to enhance elementary students’ learning motivation.
H5P-Based Interactive Video Learning Media to Enhance Elementary Students’ Critical Thinking Skills Kadek Ananda Pratiwi; I Made Citra Wibawa; Kade Sathya Gita Rismawan
Journal of Education Technology Vol. 9 No. 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i4.93518

Abstract

Critical thinking skills are essential 21st-century competencies that every individual needs to possess. However, the level of students’ critical thinking skills in Indonesia is still relatively low. This study aims to design, validate, and examine the practicality of interactive video-based learning media developed using the H5P website, as well as to test the effectiveness of this media in improving the critical thinking skills of fifth-grade elementary school students. The development model employed in this study was the ADDIE model. Data were collected through questionnaires and tests, while data analysis was conducted using qualitative and quantitative techniques. The research subjects consisted of two media and content experts, two teacher practitioners, and 24 fifth-grade students. The results indicate that the H5P-based interactive video learning media achieved a very high level of validity, with validity scores of 0.97 from media experts and 0.92 from content experts. The practicality of the media was also categorized as very high, with average scores of 3.85 from teachers and 4.00 from students. Furthermore, the effectiveness test results demonstrate that the H5P-based interactive video learning media is effective in enhancing students’ critical thinking skills. Therefore, it can be concluded that the H5P-based interactive video learning media is valid, practical, and effective in improving students’ critical thinking skills, enriching the variety of learning media, and creating more optimal learning experiences.