Didith Pramunditya Ambara
Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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The Effect of the Traditional Game-Assisted TGT Model on the Mathematical Knowledge of Fourth Grade Students Ayu Ardiani; Gusti Ngurah Sastra Agustika; Didith Pramunditya Ambara
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94041

Abstract

The low competence of student’s mathematical knowledge is influenced by various factors, such as the learning environment, student motivation, interests, intelligence, family support, including teacher strategies in teaching students. To avoid this from happening continuously, an appropriate teaching strategy is needed, one of which is by choosing a learning model that is able to build an effective and enjoyable learning atmosphere. So that a study was conducted that aims to determine the effect of the Team Games Tournament learning model assisted by traditional games on the mathematical knowledge of fourth grade elementary school students. This study is a type of quantitative research with a quasi-experimental design using a non-equivalent control group design. The population in this study was 416 students. The sample selection was carried out using the cluster random sampling technique. The data collection method was the test method. The research instrument was a multiplechoice test. Data on student’s mathematical knowledge competency were analyzed using descriptive statistical analysis techniques and inferential statistics using the Polled Variance t-test. The results of the hypothesis test showed that the Team Games Tournament learning model assisted by traditional games had an effect on the mathematical knowledge of fourth grade students. Based on the results of the research that has been carried out, this model is able to influence student’s mathematical knowledge competency in the material of number patterns and picture patterns. When learning is carried out using this model, students are given the opportunity to become peer tutors, discuss problems to find solutions, and learn in a fun way.
Developing Augmented Reality–Based Learning Media on Historical Life during the Hindu, Buddhist, and Islamic Kingdoms in Indonesia for Fourth-Grade Elementary Students Adinda Tsabita Hapsari; Anak Agung Gede Agung; Didith Pramunditya Ambara
Jurnal Pendidikan Multikultural Indonesia Vol. 8 No. 2 (2025): September
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpmu.v8i2.96481

Abstract

Students’ low conceptual understanding in social studies learning is often associated with conventional instructional practices that rely heavily on verbal explanations and limited interactive media. This condition reduces students’ engagement, limits meaningful learning experiences, and hinders their ability to visualize abstract historical concepts. This study aims to analyze, develop, and evaluate the feasibility and effectiveness of Augmented Reality (AR)-based learning media on historical life materials of Hindu, Buddhist, and Islamic periods for fourth-grade elementary students. The study employed a research and development design using the ADDIE model involving 33 students as research subjects. Data were collected through questionnaires, interviews, and learning outcome tests, while the instruments included expert validation sheets, practicality questionnaires, and achievement tests. Data were analyzed using descriptive statistics and inferential analysis through a paired sample t-test. The findings indicate that the developed AR-based media is conceptually valid, practical, and effective in facilitating interactive learning experiences and enhancing students’ conceptual understanding. The integration of AR technology enables students to explore historical content visually, promotes active engagement, and supports meaningful knowledge construction. The study implies that AR-based learning media can serve as an innovative pedagogical alternative to strengthen technology-integrated learning practices in elementary social studies education.
The Effectiveness of Discovery Learning–Based Learning Videos on the Heritage of Historical Objects from the Bali Museum in Science Learning for Grade IV Elementary Students I Komang Agus Udiana; I. G. A. Ayu Wulandari; Didith Pramunditya Ambara
Jurnal Pendidikan Multikultural Indonesia Vol. 8 No. 2 (2025): September
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpmu.v8i2.97901

Abstract

The utilization of technology in elementary IPAS (Integrated Science and Social Studies) learning remains suboptimal, resulting in low student engagement and learning outcomes. Conventional teacher-centered instruction often makes historical content difficult for students to understand meaningfully due to its abstract nature. This study aims to analyze the design, evaluate the feasibility, and examine the effectiveness of a discovery learning based instructional video on historical heritage objects to improve elementary students’ IPAS learning outcomes. This research employed a development design using the ADDIE model and involved 24 fourth-grade students along with expert validators. Data were collected through validation questionnaires and multiple-choice tests, while data analysis techniques included descriptive quantitative analysis and inferential statistics. The findings indicate that the developed instructional video demonstrates excellent quality in terms of content, instructional design, and media aspects, and is highly practical for classroom implementation. Conceptually, the discovery learning–based video facilitates active student engagement, supports independent concept discovery, and enhances meaningful understanding of historical learning materials. These results suggest that integrating discovery learning–based instructional videos contributes significantly to creating more contextual, interactive, and student-centered IPAS learning, and therefore can be recommended as an innovative digital learning medium in elementary education.
Exploration of the E-Comic-Assisted PBL Model in Indonesian Language Learning in Elementary Schools Ni Made Andriani Warsita; Maria Goreti Rini; Didith Pramunditya Ambara
International Journal of Language and Literature Vol. 10 No. 2 (2026): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v9i1.96978

Abstract

This research is motivated by the low interest of students in learning Indonesian in elementary schools, which is caused by monotonous learning methods and the lack of use of interesting learning media. The main objective of this study is to test the effect of the Problem Based Learning (PBL) model assisted by e-comics media on the learning interest of fifth grade students. This study uses a quantitative approach with a quasi-experimental design. The study was conducted in elementary schools with a sample of 71 students, consisting of an experimental class (n = 37) and a control class (n = 34). Data collection was carried out using a learning interest questionnaire developed based on indicators of student enjoyment, interest, attention, and involvement, and has been validated by experts. The collected data were analyzed using descriptive statistics and independent sample t-tests to see significant differences between the two groups. The results showed that the experimental group that received PBL learning assisted by e-comics had a higher average learning interest than the control group. It can be concluded that the integration of the PBL model and e-comic media is effective in increasing students' interest in learning Indonesian. This finding implies that innovative, student-centered learning models supported by digital visual media need to be considered in the elementary school curriculum. Implications of the researchs hows that the integration of problem-based learning approaches with e-comic media is able to increase student involvement, motivation, and understanding of learning materials.
Animated Video Based on Scientific Approach for Science Content: Changing Energy Forms Material for Class IV Intan Fakhriyyah; Ni Wayan Suniasih; Didith Pramunditya Ambara
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i1.83089

Abstract

Science learning that lacks student involvement can become boring. Engaging media is needed to boost interest and make the process more interactive. This study aims to prove the effectiveness of animated video learning media based on a scientific approach to the content of science subjects on changing energy forms for grade IV students. The type of research conducted is development research using the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The subjects of the study were 32 grade IV students. The data collection method used questionnaires, tests, and the instruments used were questionnaire sheets and multiple-choice tests. The data analysis technique used quantitative descriptive analysis and inferential statistical analysis. The results of the effectiveness test obtained tcount = 5.79 for a significance level of 5% = 0.05. This means that tcount> ttable, which means H0 is rejected and H1 is accepted. This means that there is a significant difference (5%) after using the product. The increase in the average student score can be seen based on the students' answers when answering the test questions given. Most students. It can be concluded that, animated videos based on scientific approaches are effectively applied to the content of science subjects on changing energy forms for grade IV. The implications of this study are expected to be an example for teachers in conducting learning using learning video media. Thus, the innovation of animated videos based on scientific approaches can prevent students from getting bored in learning.