I Putu Suardipa
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.
Pengembangan E-Book Interaktif Berbasis Kearifan Lokal Bali pada Materi Bangun Ruang Putu Juni Sukreni; I Putu Suardipa; L Heny Nirmayani
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.v5i2.715

Abstract

Pembelajaran Matematika di sekolah dasar masih menghadapi kendala berupa minimnya penggunaan bahan ajar digital interaktif dan kurang optimalnya pengintegrasian kearifan lokal dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan E-Book Interaktif berbantuan Assembler Edu berbasis kearifan lokal Bali pada materi bangun ruang kelas V sekolah dasar serta mengetahui tingkat validitas dan kepraktisannya. Penelitian ini menggunakan model pengembangan ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk dikembangkan dengan memanfaatkan Canva, Assembler Edu, Heyzine, Google Form, Educaplay, dan YouTube. Validitas produk dinilai oleh ahli materi, ahli media, dan ahli bahasa, sedangkan kepraktisan dinilai melalui respons guru dan peserta didik. Hasil penelitian menunjukkan bahwa E-Book Interaktif memperoleh validitas sangat tinggi dengan skor ahli materi sebesar 0,97, ahli media sebesar 0,96, dan ahli bahasa sebesar 0,98. Selain itu, hasil kepraktisan memperoleh persentase sebesar 98% dari guru dan 97% dari peserta didik dengan kategori sangat baik. Implikasi penelitian menunjukkan bahwa E-Book Interaktif berbantuan Assembler Edu berbasis kearifan lokal Bali layak dan praktis digunakan sebagai bahan ajar digital untuk mendukung pembelajaran matematika yang interaktif, kontekstual, dan berbasis teknologi di sekolah dasar
Pengembangan Media Flipbook Interaktif Berbantuan Gamifikasi pada Materi Operasi Hitung Pecahan Putu Rika Ayu Kartika Putri; I Putu Suardipa; Made Adi Nugraha Tristaningrat
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.v5i2.723

Abstract

Penelitian ini menjawab lemahnya pemahaman murid terhadap operasi pecahan, suatu topik abstrak yang sering diajarkan dengan metode konvensional dan kurang interaktif. Penelitian ditujukan untuk mengembangkan media Flipbook interaktif yang dilengkapi elemen gamifikasi untuk pembelajaran operasi hitung pecahan. Menggunakan pendekatan R&D berbasis model ADDIE, proyek ini melibatkan validasi instrumen dan produk oleh ahli materi, ahli media, dan ahli bahasa, dua orang guru, serta sembilan murid kelas V di SD Negeri 2 Gerokgak. Data dikumpulkan melalui observasi, wawancara, dokumentasi, dan kuesioner, lalu dianalisis secara kualitatif dan kuantitatif menggunakan indeks Aiken’s V dan persentase kepraktisan yang dikonversi dengan skala PAP. Flipbook akhir, yang memuat tujuan pembelajaran, materi pecahan, video, latihan interaktif, kuis bergamifikasi, penilaian, prompt refleksi, dan daftar pustaka, memperoleh skor validitas tinggi (1,00 dari ahli materi dan ahli bahasa, 0,93 dari ahli media) serta penilaian kepraktisan yang kuat (98% dari guru, 97,3% dari murid), menunjukkan bahwa produk ini valid dan praktis untuk mendukung pembelajaran matematika interaktif di tingkat dasar. Implikasi temuan ini menunjukkan bahwa Flipbook interaktif berbantuan gamifikasi dapat meningkatkan keterlibatan, motivasi, partisipasi murid, serta membantu guru dalam pengajaran dan penilaian
Pengembangan Google Sites Bermuatan Etnosains pada Pembelajaran IPAS Materi Gaya di Sekitar Kita Kelas IV SD Luh Tarisa Purnamasari; I Made Ariasa Giri; I Putu Suardipa
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.v5i2.766

Abstract

Permasalahan dalam pembelajaran IPAS pada materi gaya di sekitar kita yaitu rendahnya minat serta pemahaman peserta didik terhadap pembelajaran IPAS pada materi gaya di sekitar kita serta kurang optimalnya penggunaan media pembelajaran digital yang kontekstual dan interaktif di sekolah dasar. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Google Sites bermuatan etnosains pada pembelajaran IPAS kelas IV sekolah dasar serta menganalisis tingkat validitas dan kepraktisannya. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, dan kuesioner. Subjek penelitian terdiri atas ahli media, ahli materi, praktisi, dan peserta didik kelas IV sekolah dasar. Hasil penelitian menunjukkan bahwa media pembelajaran Google Sites bermuatan etnosains memperoleh persentase validasi ahli media sebesar 95%, validasi ahli bahasa 93%, validasi ahli materi sebesar 94%, dan penilaian praktisi sebesar 97%. Selain itu, hasil uji kepraktisan oleh peserta didik memperoleh persentase sebesar 93%, keduanya masuk dalam kriteria sangat baik. Dengan demikian, dapat disimpulkan bahwa media pembelajaran Google Sites bermuatan etnosains layak digunakan sebagai inovasi pembelajaran digital yang mendukung pembelajaran IPAS yang interaktif, kontekstual, dan bermakna di sekolah dasar.