Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Jurnal Paedagogy

Developing Tri Hita Karana-Based Balinese Klakat Tradition Augmented Reality Media to Enhance Creativity of Elementary School Students Indrawan, I Putu Eka; Parmithi, Ni Nyoman; Anggreni, Ni Luh Putu Yesy
Jurnal Paedagogy Vol. 12 No. 2 (2025): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i2.14830

Abstract

This research aims to develop Augmented Reality (AR) media based on Tri Hita Karana to increasing the creativity of elementary school students and fostering a love for local culture. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). In the Analysis stage, students’ needs in understanding spatial concepts through culturally based media were identified. The Design stage involved designing the AR Klakat Bali concept, including interactive content and cultural value integration. Next, the Development stage encompassed the creation and expert validation of the media by teachers and professionals using Aiken’s V to ensure content validity. In the Implementation stage, the media was applied in learning at SD Negeri 6 Denpasar, with 46 first-grade students as research subjects. The final stage, Evaluation, assessed practicality and effectiveness using questionnaires and observations. Data analysis techniques included descriptive statistical analysis and qualitative data triangulation to ensure accuracy. The validation results showed that this media had a very high level of validity with an average Aiken's V value of 0.995, indicating that the content, presentation, and characteristics of the application are very suitable for use in learning. In addition, the questionnaire results showed that students had a high interest in using AR Klakat Bali, with an average score of 3.137 on the aspects of interest, loyalty, care, and appreciation of local culture. The use of AR Klakat Bali not only helps students understand the concept of building space in mathematics learning, but also introduces them to the philosophy of Tri Hita Karana, which emphasizes the balance of human relationships with God, others, and the environment.
Development of Augmented Reality Learning Media Based on the Subak System to Improve Elementary Science Learning Indrawan, I Putu Eka; Parmithi, Ni Nyoman; Anggreni, Ni Luh Putu Yesy
Jurnal Paedagogy Vol. 13 No. 2 (2026): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i2.19497

Abstract

This study aims to develop and examine the effectiveness of Subak system–integrated Augmented Reality (AR) media as a form of Balinese local wisdom in elementary science learning. The research employed a Research and Development (R&D) method using the ADDIE model and involved 44 third-grade students of SD Negeri 18 Denpasar as trial participants. The AR media was designed to visualize the water cycle through three-dimensional representations linked to Subak elements, including dams, irrigation channels, and rice fields. The effectiveness of the developed AR media was evaluated using a one-group pretest–posttest design. Students completed a cognitive achievement test on water cycle concepts before and after the implementation of the AR media. Learning improvement was analyzed using normalized gain (N-gain) scores and a paired-sample t-test to determine the statistical significance of the observed gains. The results indicate that the developed AR media demonstrates a very high level of validity and is effective in improving students’ science learning outcomes. Beyond cognitive gains, the media enhances contextual learning, fosters environmental awareness, and strengthens students’ appreciation of local wisdom. These findings confirm that integrating AR technology with the Subak system provides a meaningful and innovative approach to elementary science learning, aligning with the demands of digital-era education.