I Gde Wawan Sudatha
Educational Technology, Ganesha University of Education, Singaraja, Indonesia

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Enhancing Elderly Participation and Well Being through User Centered and Social Features in Community Digital Education Programs Xian Siying; I Gde Wawan Sudatha
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.v6i1.107942

Abstract

The low participation of older adults in digital education programs remains a challenge in achieving educational equity and social inclusion in the digital era, particularly amid the increasing need for technological literacy among the elderly population. This study aims to analyze the factors influencing older adults’ participation in community based digital education programs, with a focus on technological adaptability and educational equity. The research employed a mixed methods approach, involving a sample of 300 questionnaire respondents and 40 semi-structured interview participants. Quantitative data were analyzed using regression to identify relationships among variables, while qualitative data were analyzed thematically to explore participants’ experiences, barriers, and support needs in greater depth. The findings indicate that user friendly features, such as adjustable font sizes and voice based navigation, as well as social features such as video calling, significantly enhance participation and reduce feelings of loneliness among older adults. Qualitative findings identified major barriers, including health limitations, device accessibility, low self confidence in technology use, and insufficient ongoing training support. The study concludes that inclusive design, integrated social support, and continuous training are essential in promoting digital inclusion and well being among older adults. The implications of this study provide recommendations for technology developers, educators, and policymakers to design digital learning environments that are more equitable, adaptive, and empowering.
Game-Based Interactive Multimedia as a Learning Media for Indonesian Language to Improve Students’ Literacy Ni Putu Reisya Utari Putri; I Komang Sudarma; I Gde Wawan Sudatha
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v6i1.99695

Abstract

The low literacy skills of early-grade students and the limited use of innovative and engaging media in learning have become a major challenge in developing reading and writing abilities. This study aims to analyze and test the effectiveness of game-based interactive multimedia as an Indonesian language learning medium to enhance students’ literacy skills. The research employs a developmental research design using the ADDIE model and adopts a one-group pretest-posttest design. The subjects consisted of nine second-grade students in a small-group trial and 29 first-grade students in a field trial. Data were collected through expert validation questionnaires, reading and writing performance tests, interviews, and observations, using instruments that had been tested for validity and reliability. Data analysis was conducted through descriptive quantitative and qualitative methods, supported by inferential statistical analysis (t-test) to examine the effectiveness of the developed product. The findings reveal a significant improvement in students’ reading and writing skills after using the game-based interactive multimedia. The developed media is thus declared effective and feasible for improving early literacy in Indonesian language learning. The study implies that teachers need training and pedagogical support to integrate game-based interactive multimedia optimally, and schools should provide adequate technological infrastructure to sustain its implementation. Furthermore, the research encourages the development of similar multimedia innovations across various subjects and educational levels to improve overall learning quality.