Chindytia
Jurusan Pendidikan Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Interactive Gamification Based Learning Videos to Improve Indonesian Language Learning Outcomes of Third Grade Students Ni Komang Anik Warsani; Maria Goreti Rini Kristiantari; Chindytia
International Journal of Language and Literature Vol. 10 No. 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v10i1.113273

Abstract

This research is motivated by the low learning outcomes of third-grade elementary school students in Indonesian language subjects, especially active and passive sentences, which indicates that the learning process has not been able to optimally increase student engagement and motivation. This problem requires the development of learning media that are more interesting, interactive, and appropriate to the characteristics of elementary school students. This research aims to produce interactive video media based on gamification that is feasible and effective in improving student learning outcomes. This research is a development research that refers to the ADDIE model with research subjects including content experts, media experts, learning design experts, teachers, and third-grade elementary school students. Data collection was carried out through observation, interviews, questionnaires, and tests using instruments in the form of validation sheets, teacher and student response questionnaires, and learning outcome tests. Data analysis used descriptive quantitative techniques, descriptive qualitative, and inferential statistical tests. The results of the study showed that the developed media obtained very feasible qualifications based on expert, teacher, and student assessments, and was proven effective in improving student learning outcomes after the use of learning media. This study concluded that interactive video media based on gamification is able to create more active, interesting, and meaningful learning. The implication is that this media can be used as an alternative innovation in Indonesian language learning to increase motivation, participation, and learning outcomes of elementary school students.
E-Dictionary of Basic Kecak Dance Based on Bisindo in SBdP Subjects for Deaf Students I Putu Agus Andi Myana Putra; Anak Agung Gede Agung; Chindytia
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i2.90751

Abstract

This research is motivated by the low dancing skills of deaf students due to the absence of learning media that are in accordance with their characteristics and learning styles. This research aims to develop learning media in the form of a E-Dictionary of basic Kecak dance based on Bisindo that is valid, feasible, and effective for use by deaf students. This research uses a development research approach with a systematic ADDIE model. The subjects involved included learning content experts, instructional design experts, learning media experts, and 9 deaf students in grade V elementary school. The results of the design expert assessment were 93.18% with very good qualifications, the results of the content expert assessment were 96.67% with very good qualifications, the results of the instructional design expert assessment were 95% with very good qualifications, the results of the media expert assessment were 95% with very good qualifications, the results of the individual trial were 92.35% with very good qualifications, the results of the small group trial were 95.83% with very good qualifications. The effectiveness test results obtained a tcount value of 23.056 while the ttable was 2.306, so H0 was rejected and H1 was accepted. So, it can be concluded that the E-Dictionary of basic Kecak dance based on Bisindo media effectively supports dance learning for deaf students. The implication is that this media can be an alternative tool in an innovative learning process to improve the skills of deaf students, while introducing them to local culture.