Didith Pramunditya Ambara
Elementary School Teacher Education, Ganesha University of Education, Singaraja, Indonesia

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The Effect of Drill Assisted CTL Model on the Mathematical Knowledge Competence of Fifth Grade Elementary School Students Dewa Ayu Shri Laksmi Prama Dewi; I Wayan Wiarta; Didith Pramunditya Ambara
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.111146

Abstract

Mathematics learning in elementary schools often faces the problem of students’ low conceptual understanding because the learning process tends to be procedural and is less connected to students’ real life contexts. The practice activities provided are not structured continuously, resulting in suboptimal reinforcement of concepts. This study aims to analyze and examine the effect of implementing the Contextual Teaching and Learning (CTL) model assisted by drills on the mathematical knowledge competence of fifth grade elementary school students. The study employed a quantitative approach with a quasi experimental design, involving two classes as samples: an experimental class (CTL + Drill) and a control class (conventional). Data were collected through multiple-choice tests and analyzed descriptively and inferentially using a t-test. The results indicate that the implementation of CTL assisted by drills significantly improves conceptual understanding, students’ active engagement, and mastery of the material through structured practice. The average mathematics competence score of the experimental class was higher than that of the control class (80.6 vs. 65.3) with a significant difference (p < 0.05). In conclusion, the CTL model assisted by drills is proven effective in enhancing elementary students’ mathematical knowledge competence. The implication is that teachers can use this model to strengthen concepts, increase engagement, and improve mathematics learning outcomes.
Gamification-Based “Maplalian Curik-Curik” Video on Food Chain Material for Fifth Grade Elementary School Students Ni Made Natalia Dewi; Anak Agung Gede Agung; Didith Pramunditya Ambara
Jurnal Media dan Teknologi Pendidikan Vol. 6 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.108786

Abstract

The low learning outcomes in science (IPAS) are influenced by the limited use of innovative learning media and the minimal integration of traditional games, resulting in low student engagement and suboptimal understanding of food chain concepts. This study aims to develop and evaluate the feasibility and effectiveness of a gamification-based instructional video, Maplalian Curik-curik, which adapts a traditional game as a contextual learning medium. This research employs a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects include content experts, instructional design experts, media experts, and elementary school students involved in individual, small group, and field trials. Data were collected through observations, interviews, questionnaires, and learning outcome tests. Data analysis techniques include qualitative and quantitative descriptive analysis, as well as inferential analysis using a t-test. The results indicate that the developed media is of very high quality in terms of content, design, and media aspects, and is proven to be effective in significantly improving students’ learning outcomes. Therefore, the gamification-based instructional video is feasible as an innovative and meaningful learning medium for science education. The findings imply the importance of integrating local cultural elements with technology in developing instructional media to enhance the quality of learning.