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Cooperative Learning Model of the Picture and Picture Type Assisted by the Traditional Sepit-Sepitan Game on the Responsibility Character of Fourth-Grade Elementary School Students Ni Nyoman Sintya Sukma Dewi; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Indonesian Values and Character Education Journal Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ivcej.v8i1.100876

Abstract

The low level of students’ responsibility character, attributed to the dominance of conventional teaching methods, highlights the need for innovative learning models grounded in local culture that can meaningfully instill character values. This study aims to analyze the effect of the Picture and Picture model assisted by the traditional game sepit-sepitan on the responsibility character of elementary school students. A quasi-experimental approach was employed, using a non-equivalent control group design. The study involved 30 students selected through cluster random sampling, consisting of 17 students in the experimental group and 13 in the control group. Data were collected using an observation sheet measuring responsibility character on a dichotomous scale. The data were analyzed using the independent sample t-test. The analysis revealed that tcount = 2.90 exceeded ttable = 2.048 at the 5% significance level, indicating that H₀ is rejected and H₁ is accepted. These results suggest that the Picture and Picture model assisted by the sepit-sepitan game has a significant positive effect on improving students' responsibility character. The findings imply that the integration of culturally-based learning models can serve as an effective and enjoyable strategy for strengthening character education from an early age.
Multimedia Interaktif Jelajah Sejarah Kerajaan Hindu-Buddha untuk Meningkatkan Hasil Belajar IPS Parasnita, Ni Made Candra; Wulandari, I Gusti Agung Ayu; Agetania, Ni Luh Putu
Jurnal Penelitian dan Pengembangan Sains dan Humaniora Vol. 9 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppsh.v9i2.97230

Abstract

Pembelajaran sejarah kerajaan Hindu-Buddha di SD yang kurang interaktif dan sulit dipahami mendorong pengembangan media pembelajaran berbasis PowerPoint yang sesuai gaya belajar siswa untuk meningkatkan motivasi, pemahaman, dan karakter peserta didik secara efektif. Penelitian ini bertujuan menciptakan Multimedia Interaktif Jelajah Sejarah Kerajaan Hindu-Buddha untuk meningkatkan pemahaman siswa kelas IV SD. Penelitian ini merupakan jenis penelitian pengembangan (R&D) dengan model ADDIE (Analyze, Design, Develop, Implement, Evaluate). Subjek penelitian ini meliputi ahli isi/materi, ahli desain pembelajaran dan ahli media serta 27 siswa kelas IV SD. Data kualitatif dan kuantitatif dikumpulkan dan dianalisis untuk mengevaluasi serta mengoptimalkan media pembelajaran sesuai kurikulum. Analisis statistik inferensial dilakukan dengan uji normalitas, homogenitas, dan one-sample t-test untuk menguji efektivitas. Hasil validasi multimedia jelajah sejarah menunjukkan kategori sangat layak dengan persentase penilaian ahli isi 95%, ahli desain 97,22%, ahli media 98,21%, serta uji coba perorangan 96,67% dan kelompok kecil 95%.  Hasil uji-t menunjukan multimedia interaktif Jelajah Sejarah Kerajaan Hindu-Buddha  efektif digunakan dalam pembelajaran karena dapat meningkatkan hasil belajar siswa.  Disimpulkan multimedia interaktif Jelajah Sejarah Kerajaan Hindu-Buddha layak digunakan karena dapat meningkatkan hasil belajar siswa.
E-Comic Based on Problem Solving for Fraction Material in Grade IV Elementary Mathematics Gusti Ayu Dian Putri Rahayu; I Wayan Wiarta; I Gusti Agung Ayu Wulandari
Mimbar Ilmu Vol. 30 No. 2 (2025): August [ARTICLE IN PRESS]
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v30i02.96710

Abstract

The lack of student engagement and the limited use of contextual media in elementary school mathematics learning have driven the need for the development of innovative problem-solving-based e-comics to enhance understanding and learning motivation. The purpose of this study is to develop a problem-solving-based e-comic learning medium that is valid, practical, and effective in improving mathematics learning outcomes. This research is a type of research and development (R&D) using the ADDIE model (Analyze, Design, Develop, Implement, Evaluate). The research subjects included design experts, content experts, instructional design experts, media experts, and 14 fourth-grade elementary school students. Data were collected qualitatively and quantitatively through interviews, questionnaires, and tests to assess teacher needs, student responses, and effectiveness. The results of the media feasibility assessment from subject matter experts (92%), instructional design experts (92.5%), learning media experts (91%), individual trials (92.5%), and small group trials (93.6%) all fell into the "very good" qualification. The one-sample t-test results showed that tcount (3.022) > ttable (1.770) at a 5% significance level. In conclusion, the problem-solving-based e-comic learning medium is effective in improving mathematics learning outcomes of fourth-grade elementary school students. The implication is that this medium can be used as an alternative learning tool that is more engaging and effective.
Digital Comic Media Contains Contextual Material on Economic Activities Science Content for Grade V Students I Made Yogi Setiawan; I Gusti Agung Ayu Wulandari; Maria Goreti Rini Kristiantari
Indonesian Journal of Instruction Vol. 6 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v6i1.91276

Abstract

The problem that occurs in class V is the low learning outcomes of science and natural sciences. This is due to the lack of variation in learning media and the dominant lecture method. This study aims to analyze the effectiveness of Digital Comics Containing Contextual Material on the Economic Activities Material of Science Content for Class V Students. The research model used is ADDIE (analyze, design, development, implementation, evaluation). The subjects of the effectiveness test in this study were 26 students in class V. Data acquisition is classified into two types, namely quantitative and qualitative data. The research methods are observation, interviews, questionnaires and multiple-choice tests. While the instruments used are questionnaires and multiple-choice tests. The results of individual and small group test data were collected through pre-tests and post-tests. Then a prerequisite test (normality) was carried out before the hypothesis test (dependent sample t-test) was carried out. The results of the study showed that the tcount value = 17.34 was greater than ttable = 2.001. This means that tcount > ttable, so H0 is rejected and H1 is accepted. So, it can be concluded that contextual-based digital comic media is an effective content of science subjects for economic activities for grade V students.
Differentiated Interactive Media Based on Balinese Folklore: A Solution for Fostering Elementary School Students' Social Attitudes Wulandari, I Gusti Agung Ayu; Esaputra, I Nyoman Tri; Chiu, Chunta; Haryanti, Yuyun Dwi; Utami, Ketut Herya Darma
Journal of Innovation in Educational and Cultural Research Vol 7, No 1 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i1.2301

Abstract

This study is inspired by the relevance of positive social attitudes in developing harmonious connections with others, including peers, family, and society. The study examines how differentiated digital media, grounded in Balinese folklore and cultural values, influence the social perspectives of elementary school students. The research method adopted is quantitative, with an experimental component. The study's findings indicate that utilizing digital media rooted in Balinese culture, particularly through folklore, significantly enhances students' social attitudes, including helping one another, empathy, tolerance, peaceful living, and social participation. These improvements are closely tied to the cultural messages embedded in the stories. The results support earlier research that folklore, as a cultural artifact with strong moral messages, can shape future behavior. This study highlights the importance of integrating cultural heritage into digital learning tools to build moral and social values. The recommended steps include producing more culturally-based educational resources, providing teacher training to apply culturally-rich materials, and conducting further studies to evaluate the long-term impact of folklore-based digital media on character education.
Social Attitudes in Fourth Grade Students: The Role of Augmented Reality (AR)-Assisted Bamboo Dance Cooperative Learning I Komang Sukma Adi Winata; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
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.v8i2.96492

Abstract

The rapid development of the modern era has influenced elementary school students’ interaction patterns, which tend to show indifference toward their surroundings. This condition may hinder the formation of essential social attitudes needed for their development in society. This study aims to critically examine the effect of the Cooperative Learning Model of the Bamboo Dance Type assisted by Augmented Reality (AR) media in enhancing students’ social attitudes. Employing a quasi-experimental design with a non-equivalent control group post-test only, the research involved 163 fourth-grade students selected through cluster random sampling from five elementary schools. Social attitude data were collected using a non-test instrument in the form of an observation rubric designed to capture students’ ability to interact, collaborate, and demonstrate tolerance during the learning process. Data were analyzed using the t-test at a 0.05 significance level. The results indicated that the t-value of 2.0416 exceeded the t-table value of 1.688, suggesting a positive and significant effect of the Cooperative Learning Model of the Bamboo Dance Type assisted by AR on students’ social attitudes. The findings highlight that integrating cooperative learning with AR technology fosters an active, collaborative, and tolerant learning environment, effectively promoting students’ understanding and internalization of social values. This study implies that such an innovative learning model provides a relevant strategy to support 21st-century educational needs.
Media Pembelajaran Interaktif “SIBUDAYA” (Keragaman Budaya) Berbasis Self Instructional pada Muatan IPAS Kelas IV Sekolah Dasar Aprilia, Ni Wayan Yeni; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92712

Abstract

This research is motivated by the issue that the topic of cultural diversity in the IPAS subject at the elementary school level has a broad and complex scope, making it difficult for students to understand. This study aims to develop and test the effectiveness of an interactive learning media based on Self-Instructional principles. The development model used in this research is the ADDIE model, which consists of five stages. The research trial subjects comprised 32 fourth-grade elementary school students. The data analysis methods used include qualitative analysis, quantitative analysis, and inferential statistics to measure the effectiveness of the product. The feasibility test results of the interactive media "SIBUDAYA" received an excellent rating, with a feasibility percentage of 93.75% from material experts, 91.66% from design experts, and 97.22% from practitioners. The individual trial among students obtained a score of 88.13%, while the small group trial reached 87.03%, indicating that this media is highly suitable for use in learning. The effectiveness of this interactive media was tested through a post-test, where the t-test calculation results showed that the tvalue = -149.59 was significantly greater than the ttable value = 2.04. Therefore, it can be concluded that this learning media is effective in helping students understand the topic of cultural diversity in IPAS and improving their learning outcomes.
The Role-Playing Type of Cooperative Learning Model Assisted by Digital Comic Media on the Social Attitudes of Grade IV Elementary School Students I Gede Bagus Markandeya; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.93794

Abstract

Low social attitudes among students in learning activities pose a significant issue, as it affects their ability to interact, collaborate, and empathize within the school environment. One contributing factor is the lack of innovative learning models that can optimally foster students' social attitudes. This study aims to examine the effect of the cooperative learning model of the role playing type assisted by digital comic media on students' social attitudes. This research employed a quasi-experimental design with a non-equivalent post-test only control group design. The study involved 56 fourth-grade elementary school students selected through cluster random sampling and divided into an experimental group and a control group. Data were collected using a non-test method in the form of social attitude observation sheets and analyzed using an independent sample t-test. The results showed that the tvalue = 4.276 > ttable = 1.670 at a 5% significance level, indicating a significant effect of the cooperative role playing model assisted by digital comics on students' social attitudes. It can be concluded that this learning model effectively improves students' social attitudes. The findings imply that the cooperative role playing model with digital comic media is a feasible and effective alternative strategy for developing students’ social attitudes in elementary education.
PENGEMBANGAN MEDIA PERMAINAN PAPAN MONOPOLI BERBASIS KARAKTER PEDULI SOSIAL PADA MUATAN MATERI IPS Made Ayu Diah Permata Riskiani; I Gusti Agung Ayu Wulandari
Jurnal Pendidikan Dasar Vol. 13 No. 01 (2022): JPD - Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.337 KB)

Abstract

Teachers only use lecture method, lack of the cultivation of social caring character value in students, as well as lack of learning media that support the activities of the teaching and learning process in class became the reasons why researcher conducted a new innovation in the development of learning media which is more interesting for students, effective, and efficient in the utilization namely monopoly board game media. This research purpose is to determine the monopoly board game model design based on the social caring character in the Social Studies material content for grade IV students as well as to determine the eligibility of the monopoly board game media model based on the social caring character in the Social Studies material content for grade IV students. The research model used is ADDIE. The data collection is conducted by using interviews, observations and questionnaire techniques. Data analysis used quantitative descriptive and qualitative descriptive methods. This monopoly board game media is considered eligible based on the results of the learning content expert test 77,5% with good qualification, learning design expert test 93,75% with very good qualification, learning media expert test 96,15% with very good qualification, individual trial test 95,83% with very good qualification, and small group trial test 91,66% with good qualification. Based on the data analysis of the validation results obtained, it can be concluded that this Monopoly Board Game Media Based on Social Caring Character is eligible to be used as a learning media in the Social Studies Material Content for Grade IV Elementary School.
Pengembangan Multimedia Interaktif Berbasis Model Drill and Practice Materi Operasi Hitung Penjumlahan dan Pengurangan Bilangan Cacah Kelas IV SDN 4 Nyalian Ni Made Nindya Cahyani; Gusti Ngurah Sastra Agustika; I Gusti Agung Ayu Wulandari
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 2 (2024): EduInovasi:  Journal of Basic Educational Studies (In Press)
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i2.1999

Abstract

This research aims to describe the design, determine the feasibility of interactive multimedia based on the drill and practice model, and determine the effectiveness of interactive multimedia based on the drill and practice model. The product was tested by 1 subject matter expert, 1 instructional design expert, 1 learning media design expert, as well as research subjects with 3 students in individual trials, 12 students in small group trials, and effectiveness testing using 21 students. The research model used is the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). This development research uses data collection methods by observation, interviews, questionnaires and tests. The data analysis techniques used are qualitative descriptive analysis, quantitative descriptive analysis and inferential statistics. The research results obtained were (1) Interactive multimedia design using the ADDIE development model, (2) the quality of interactive multimedia by subject matter content expert testing obtained a result of 89.58% in the good category, the instructional design expert test obtained a result of 91% in the very category. good, learning media design expert tests obtained 90% results in the very good category, individual trials obtained 87.89% results in the good category, and small group trials obtained 88.85% results in the good category, (3) effectiveness of interactive multimedia Based on the results of the t-test, tcount is 5.288 and ttable is 2.085, meaning tcount > ttable, so H0 is rejected and Ha is accepted. Thus, the results of this research show that Interactive Multimedia Based on the Drill and Practice Model is feasible and effective to apply for class IV Semester I in the material of arithmetic operations for addition and subtraction of whole numbers up to 1,000.
Co-Authors Aditya, Made Lanang Nardanusha Agnevaswari, Luh Gede Pasek Alexander Hamonangan Simamora Anak Agung Gede Agung Anak Agung Gede Agung Anak Agung Gede Agung Anak Agung Gede Agung, Anak Agung Gede Anggreni, Gusti Ayu Manis Ani Rosidah Aprilia, Ni Wayan Yeni Aryanti, Kadek Cahya Hindira Ayu Indraswari, Kadek Ayu Indraswari Candelia, Ni Kadek Cindy Chiu, Chunta Christopher Damian Unisi Naibaho D.B.Kt.Ngr Semara Putra Devantari, Ni Made Ayu Vidi Dewi, Desak Gede Manik Lerianti Dewi, Komang Sujara Dewi, Ni Made Ari Sintya Dewi, Ni Made Rai Sri Dewi, Ni Putu Eka Vicky Aprilia Didith Pramunditya Ambara Esaputra, I Nyoman Tri Ferdiansyah, Ade Citia Dewi Gusti Ayu Dian Putri Rahayu Gusti Ngurah Sastra Agustika Hartayani, Ni Nyoman Putri Haryanti, Yuyun Dwi I Gde Wawan Sudatha I Gede Adi Darma Putra I Gede Astawan I Gede Bagus Markandeya I Gusti Agung Mas Bintang Anastasya I Gusti Ayu Indah Paramita I Kadek Edi Yudiana I Kadek Suartama I Kadek Tony Suantara I Ketut Ardana I Komang Mas Haldi Surya Cahyana I Komang Ngurah Wiyasa I Komang Sukma Adi Winata I Made Aditya Priandana I Made Citra Wibawa I Made Yogi Setiawan I Nengah Suadnyana I Nengah Suastika I Wayan Darma Putra I Wayan Suastra I Wayan Sujana I Wayan Sujana I Wayan Wiarta Ida Bagus Gede Surya Abadi Ida Bagus Gede Surya Ananta Ida Bagus Putu Arnyana Jayanti, Kadek Putri Rani Kadek Agung Sugi Aryawan Kadek Dwiki Perwira Putra Kadek Suranata Kadek Widia Apsari Karnajaya, Kadek Nugi Komang Echa Yunita Pramesti Laksmi, Ni Luh Putu Lila Maha Luh Putu Ayu Viranthi Made Ayu Diah Permata Riskiani Maria Goreti Rini Kristiantari Mella, Bulan Minnatul Maula Musdwiyeni, Ni Made Naibaho, Christopher Damian Unisi Ni Kadek Citra Kusuma Dewi Ni Kadek Dewi Astri Ni Kadek Febry Jelita Wulandari Ni Kadek Nila Dwipayani Ni Ketut Desia Tristiantari Ni Ketut Sari Adnyani Ni Komang Reza Cahyani Ni Luh Dian Purwatiningsih Ni Luh Made Dwi Amertha Sari Ni Luh Putu Agetania Ni Luh Putu Agetania NI LUH PUTU AGETANIA . NI LUH PUTU MERY MARLINDA Ni Luh Venny Eka Riyani Ni Made Nindya Cahyani Ni Made Putri Yuni Sridewi Indriani Wijaya Ni Nyoman Ganing Ni Nyoman Sintya Sukma Dewi Ni Putu Ayu Emalasari Ni Putu Liana Octavyanti Ni Putu Melly Antari Ni Putu Riska Ayu Pratiwi Ni Wayan Eka Widiastini Ni Wayan Meisya Swandewi Ni Wayan Sawitri Ni Wayan Sri Suprianingsih Ni Wayan Suniasih Octavyanti, Ni Putu Liana Pande Kadek Nopa Pikapratiwi Pande Putu Meita Prastika Parasnita, Ni Made Candra Pradnyandari, Putu Risma Pramestika, Ni Putu Dyah Pramestika, Ni Putu Dyah Purwatiningsih, Ni Luh Dian Putra, DB. Kt. Ngr. Semara Putra, DB. Kt. Ngr. Semara Putra, I Wayan Darma Putra, Kadek Dwiki Perwira Putra, Made Putri, Kadek Dea Krisna Putri, Ni Kadek Bintang Yulinda Putu Listya Candra Dewi Rahmah, Sayyidah Rasvani, Ni Luh Ade Ratna Artha Windari Rianti, Ni Luh Rusdiana, Ni Putu Mira Sandat, Desak Putu Monika Saputra, I Gede Teguh Saputra, I Kadek Hendra Dwi Septarianti, Anak Agung Dwi Purba She Fira Azka Arifin Sinta Dewi, Ida Ayu Agung Paramita Sintya Dewi, Ida Ayu Listiari Suantara, I Kadek Tony Suprianingsih, Ni Wayan Sri Suryantari, Ni Made Eva Suryantari, Ni Made Eva Susanti, Putu Irma Sutyaningsih, Anak Agung Ayu Dewi Suyani, Ni Made Fitri Swati, Ni Made Nadia Rara Trisnadewi, Ni Putu Putri Utami, Ketut Herya Darma Vidyastuti, Made Hapsari Wahyudi, Made Wayan Eka Paramartha Wijayanti, Ni Kadek Arthiwi Wijayanti, Ni Made Nur Adi Wirawan, I Made Putra Wiyasa, I Komang Ngurah Wiyasa, I Komang Ngurah Yonanda, Devi Afriyuni