I Made Tegeh
Teknologi Pendidikan, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Interactive Multimedia With a Contextual Approach to Improve Learning Outcomes in The Pancasila Education Subject in Grade V Hudadiyatul Ummah; I Nyoman Jampel; I Made Tegeh
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.v6i1.94516

Abstract

The lack of application of a contextual approach in learning Pancasila Education in class V causes the material to be difficult to understand for students, so it is necessary to develop interactive multimedia that can link concepts with real life. This study aims to analyze the effectiveness of the contextual approach in increasing students' interest in learning, active involvement, and conceptual understanding of Pancasila values to create a more meaningful and enjoyable learning experience. This type of research is development research with the ADDIE model, which includes five systematic stages. The results of this study indicate that (1) The design process of this interactive multimedia development was developed through the ADDIE model stage, which consists of five stages, namely the analysis, design, development, implementation and evaluation stages; (2) Validity consists, of expert validity tests and product trials. The results of the expert validity test: (a) learning material content expert test, (b) learning design expert test, and (c) learning media expert test are very good qualifications. Product trial results: (a) individual trials, (b) small group trials, and (c) field trials; (3) Practicality test by teachers obtained very good qualifications; (4) The effectiveness of interactive multimedia is seen from the difference in the average pre-test 38.23 and post-test 87.5. The post-test value is above the KKTP; it is concluded that interactive multimedia is effective for teaching and learning.
E-Book The Design of an Interactive Game-Based E-Book to Improve Critical Thinking Skills among Grade XI High School Students in History Learning Septya Novena Elwana Putri; I Made Tegeh; I Komang Sudarma
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.101446

Abstract

History learning that is still dominated by conventional, teacher centered approaches tends to cause student boredom and does not optimally support the development of critical thinking skills, particularly among Generation Z learners. This condition highlights the need for innovative, interactive, and contextual learning media. This study aims to analyze the validity, practicality, and effectiveness of a game based interactive E-Book as a history learning medium in enhancing senior high school students’ critical thinking skills. This research employed a Research and Development (R&D) method using the 4D model, consisting of the define, design, develop, and disseminate stages. The research subjects involved eleventh grade students and history teachers. Data were collected through questionnaires, expert validation, and achievement tests, using validation sheets, response questionnaires, and objective test instruments. Data analysis was conducted using descriptive quantitative analysis, paired sample t-test, and N-Gain analysis. The results indicated that the developed media achieved a very high level of validity and practicality, with student and teacher responses exceeding 98%. In addition, the findings demonstrated a significant improvement in students’ critical thinking skills after using the media, with the N-Gain value falling into the effective category. The study concludes that the game based interactive E-Book is suitable for use as a history learning medium that supports active and meaningful learning. The implications of this study suggest that integrating game-based digital media can serve as a strategic alternative for fostering higher-order thinking skills in history education.