I Komang Wahyu Wiguna
Institut Agama Hindu Negeri Mpu Kuturan

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Analisis Kebutuhan Pengembangan LKPD Digital Bermuatan Pengalaman Belajar Pembelajaran Mendalam Pada Mata Pelajaran Matematika di Sekolah Dasar Ni Luh Putu Rani Diana Putri; I Komang Wahyu Wiguna; I Putu Suardipa
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 2 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i2.5457

Abstract

This study was motivated by the suboptimal use of Mathematics teaching materials in Grade II elementary schools, which are still dominated by textbooks and simple printed student worksheets. The available teaching materials tend to contain routine exercises, lack interactivity, are not sufficiently contextual, and do not fully provide opportunities for students to understand, apply, and reflect on mathematical concepts in accordance with the characteristics of lower-grade students. This study aimed to analyze Mathematics learning conditions, teacher and student needs, and aspects required in developing digital student worksheets containing Deep Learning Experiences in Grade II of Elementary School Cluster III, Tabanan District, including SDN 1 Dajan Peken, SD Immaculata, SD Saraswati, and SDN 8 Dajan Peken. In this study, Deep Learning does not refer to artificial intelligence technology, but to a pedagogical approach emphasizing learning experiences of understanding, applying, and reflecting. This study was development research focused on the needs analysis stage using a descriptive qualitative approach supported by simple quantitative data. The research subjects consisted of 4 Grade II teachers and 48 Grade II students selected through saturated sampling. Data were collected through observation, interviews, questionnaires, and documentation, then analyzed through data reduction, data display, conclusion drawing, and percentage analysis. The results showed that Mathematics learning was still teacher-centered, media use was not yet optimal, and the worksheets used had not facilitated visual, contextual, interactive, gradual, and reflective learning activities. Teachers needed digital worksheets that were practical, attractive, easy to use, contained contextual problems, and could be accessed through smartphones or laptops. Students needed colorful and illustrated teaching materials with simple instructions, short videos or animations, interactive exercises, immediate feedback, and step-by-step activities. The aspects of digital worksheet development included content, language, appearance, activity presentation, interactivity, technical ease of use, and learning experiences of understanding, applying, and reflecting. Therefore, this study provides an empirical basis for developing Mathematics digital student worksheets that are relevant to the characteristics of lower-grade students and oriented toward active, meaningful, and enjoyable learning experiences.
Analisis Kebutuhan Pengembangan Komik Digital Matematika Berbasis Deep Learning Untuk Siswa Kelas III SD Gusti Ayu Sri Wijastini; I Komang Wahyu Wiguna; I Putu Suardipa
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 2 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i2.5458

Abstract

This study was motivated by the need for mathematics learning media that can connect abstract concepts with the concrete experiences of third-grade elementary school students. In the research context, mathematics instruction was still largely procedural, while the available media did not fully support conceptual understanding, active engagement, and mindful, meaningful, and joyful learning experiences. This study aimed to identify the empirical and pedagogical needs for developing a digital mathematics comic based on pedagogical deep learning for third-grade elementary school students. A descriptive qualitative approach was employed as a preliminary study in the analysis stage of the ADDIE model. The data sources included third-grade teachers, third-grade students, learning documents, teaching materials, and students’ learning achievement records. Data were collected through classroom observation, interviews, documentation studies, and systematic field notes. The data were analyzed through data reduction, data display, verification, and conclusion drawing. Data trustworthiness was strengthened through source triangulation, technique triangulation, and member checking. The findings indicate that a digital mathematics comic is needed because students require visual-narrative, contextual, interactive, and user-friendly media to understand units of length, units of weight, units of time, and simple fractions. Teachers also need practical media that are aligned with the Merdeka Curriculum and capable of presenting guiding questions, authentic contexts, character dialogues, concept visualization, short exercises, and learning reflection. The main contribution of this study lies in mapping the developmental needs of a digital mathematics comic based on pedagogical deep learning before the product design stage. Therefore, the findings provide an initial foundation for developing mathematics learning media that are not only visually engaging but also pedagogically grounded and appropriate for the characteristics of elementary school students.
Analisis Kebutuhan Pengembangan E-Modul Matematika Berbasis Etnomatematika untuk Siswa Kelas IV Sekolah Dasar Ni Ketut Diah Damayanti; I Putu Suardipa; I Komang Wahyu Wiguna
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 2 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i2.5459

Abstract

The low attainment of mathematics learning outcomes in elementary schools indicates the need for teaching materials that are contextual, systematic, and aligned with students’ developmental characteristics. This study aimed to analyze the need for developing an ethnomathematics-based mathematics e-module for fourth-grade elementary school students at the school-cluster level. This research was conducted as the initial stage of a development study using a descriptive quantitative and qualitative approach. The study involved seven schools in Cluster 1 of Kediri District, namely SDN 1 Kaba-Kaba, SDN 2 Kaba-Kaba, SDN 4 Kaba-Kaba, SDN 2 Buwit, SDN 1 Cepaka, SDN 1 Nyambu, and SDN 2 Nyambu. Data were collected through observation, interviews, and document analysis, and were analyzed descriptively. The findings showed that students’ attainment of mathematics learning outcomes ranged from 45% to 58%, with a cluster average of 52.14%. These results indicate an empirical need for a mathematics e-module that is not merely digital but also capable of connecting concepts of numbers, fractions, measurement, geometry, and data representation with Balinese local cultural contexts. The main contribution of this study lies in mapping the development needs for an ethnomathematics-based mathematics e-module at the elementary school-cluster level as an initial basis for product design. Therefore, an ethnomathematics-based e-module is feasible to be developed as an alternative teaching material that is more concrete, meaningful, and relevant to students’ learning experiences.
Analisis Kebutuhan Pengembangan E-LKPD Matematika Pada Materi FPB dan KPK Kelas V Sekolah Dasar Ni Luh Putu Ani Lestiani; I Putu Suardipa; I Komang Wahyu Wiguna
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 3 (2026): Article in Press
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i3.5461

Abstract

Mathematics learning on Greatest Common Factor (GCF) and Least Common Multiple (LCM) in elementary schools still faces several problems, particularly in conceptual understanding, procedure selection, and word-problem solving. This study aimed to describe the condition of GCF and LCM learning, analyze teachers’ and students’ needs, and explain the urgency of developing mathematics electronic student worksheets (E-LKPD) for fifth-grade elementary students. This study employed a descriptive qualitative approach. The data sources included fifth-grade teachers, fifth-grade students, and learning achievement documents from six elementary schools in Cluster I of Baturiti District, namely SD Negeri 1 Baturiti, SD Negeri 3 Baturiti, SD Negeri 4 Baturiti, SD Negeri 1 Bangli, SD Negeri 2 Bangli, and SD Negeri 3 Bangli. Data were collected through observation, interviews, questionnaires, and documentation studies, then analyzed through data reduction, data display, and conclusion drawing. The findings showed that mathematics learning remained teacher-centered, teaching materials were limited to textbooks and written exercises, and students had not received sufficient active, visual, and gradual learning experiences. The achievement of learning objectives in GCF and LCM material reached only 58%, indicating that students’ learning outcomes were not yet optimal and needed stronger instructional support. Teachers and students needed E-LKPD containing clear instructions, concise material summaries, varied examples, gradual exercises, contextual word problems, interactive activities, and attractive visual displays. Therefore, developing mathematics E-LKPD is necessary as a learning solution aligned with field needs, supporting technology integration, increasing student engagement, and strengthening students’ conceptual understanding of mathematics.
Pengaruh Model Pembelajaran Blended Learning Berbantuan Augmented Reality Bangun Ruang Terhadap Pemahaman Konsep Matematika Siswa Kelas V Sekolah Dasar Putu Sutariani; I Komang Wahyu Wiguna; Ni Nyoman Lisna Handayani
Walada: Journal of Primary Education Vol. 5 No. 2 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i2.809

Abstract

Rendahnya pemahaman konsep matematika pada materi bangun ruang menunjukkan perlunya penerapan model pembelajaran yang inovatif dan sesuai dengan karakteristik siswa di era digital. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Blended Learning berbantuan Augmented Reality Bangun Ruang terhadap pemahaman konsep matematika siswa kelas V sekolah dasar. Penelitian menggunakan pendekatan kuantitatif dengan jenis quasi-experiment dan desain Pretest-Posttest Control Group Design. Sampel penelitian terdiri atas 22 siswa kelas VA SD Negeri 1 Kaliuntu sebagai kelas eksperimen dan 23 siswa SD Negeri 3 Kaliuntu sebagai kelas kontrol yang dipilih melalui random sampling. Data dikumpulkan menggunakan tes pemahaman konsep matematika dan dianalisis menggunakan uji Independent Sample t-test serta N-Gain Score. Hasil penelitian menunjukkan bahwa rata-rata nilai kelas eksperimen meningkat dari 60,05 menjadi 84,09, sedangkan kelas kontrol meningkat dari 59,39 menjadi 70,32. Hasil uji hipotesis menunjukkan nilai signifikansi 0,001 < 0,05, yang menunjukkan adanya pengaruh signifikan perlakuan terhadap pemahaman konsep matematika siswa. Implikasi penelitian ini menunjukkan bahwa penerapan model pembelajaran Blended Learning berbantuan Augmented Reality Bangun Ruang dapat dijadikan alternatif pembelajaran matematika untuk membantu siswa memahami konsep-konsep abstrak secara lebih konkret dan meningkatkan kualitas proses pembelajaran di sekolah dasar.