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Studi Literatur: Model Pembelajaran Problem Based Learning Berbantuan Media Interaktif Wordwall Mata Pelajaran IPAS SD I Putu Jerry Himawan Negara; Komang Trisna Mahartini; Putu Yulia Angga Dewi
Walada: Journal of Primary Education Vol. 5 No. 2 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i2.731

Abstract

Pembelajaran IPAS di sekolah dasar menuntut siswa memahami berbagai konsep serta mengembangkan kemampuan berpikir kritis dan pemecahan masalah. Namun, pembelajaran yang masih berpusat pada guru dan kurang memanfaatkan media interaktif menyebabkan keterlibatan siswa rendah sehingga hasil belajar belum optimal. Kondisi tersebut menunjukkan perlunya inovasi pembelajaran yang mampu menciptakan pengalaman belajar yang lebih aktif, kontekstual, dan bermakna. Artikel ini bertujuan untuk menganalisis penerapan model Problem Based Learning (PBL) berbantuan media interaktif Wordwall dalam pembelajaran IPAS di sekolah dasar. Penelitian menggunakan metode studi literatur dengan pendekatan deskriptif kualitatif yang mengkaji sepuluh artikel ilmiah nasional terbitan lima tahun terakhir. Hasil kajian menunjukkan bahwa penerapan model PBL yang didukung Wordwall berkontribusi positif terhadap peningkatan hasil belajar, pemahaman konsep, minat dan motivasi belajar, serta kemampuan berpikir kritis dan pemecahan masalah siswa. Selain itu, penggunaan Wordwall mampu menciptakan suasana pembelajaran yang lebih menarik, interaktif, dan berpusat pada siswa. Dengan demikian, model PBL berbantuan Wordwall dapat menjadi alternatif yang efektif untuk meningkatkan kualitas pembelajaran IPAS di sekolah dasar.
INTEGRATING LOCAL WISDOM ASSISTED BY INTERACTIVE COMICS IN SOCIAL STUDIES LEARNING: ITS EFFECT ON ELEMENTARY SCHOOL STUDENTS' DIGITAL LITERACY AND CONCEPTUAL UNDERSTANDING Ni Nyoman Kurnia Wati; Ni Nyoman Lisna Handayani; Komang Trisna Mahartini
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 7 No. 3 (2026): Volume 7 Number 3 (July 2026)
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v7i3.5742

Abstract

Interactive comics based on local wisdom are seen as capable of providing a solution because they can deliver an enjoyable learning experience while simultaneously strengthening students' cultural identity. This study aims to analyze the effect of integrating local wisdom assisted by interactive comics in Social Studies (IPS) learning on the digital literacy and conceptual understanding of elementary school students. This study used a quantitative approach with a quasi-experimental design in the form of a non-equivalent control group design. The research population consisted of all fifth-grade elementary school students in Cluster III, Buleleng District, in the even semester of the 2025/2026 academic year. The research sample comprised two classes with a total of 68 students, specifically 35 students in the experimental class and 33 students in the control class. The research instruments consisted of a Social Studies conceptual understanding test, a digital literacy questionnaire, learning activity observation sheets, and documentation. Data analysis was conducted quantitatively using descriptive and inferential statistics. Descriptive statistics were used to determine the mean, percentage, standard deviation, and the improvement in students' conceptual understanding and digital literacy. Hypothesis testing was carried out using Manova analysis with the assistance of SPSS. The results of the study showed that: 1) there is a significant difference in digital literacy, with an obtained F-value of 83.339 and a significance of <0.001; 2) there is a significant difference in conceptual understanding, with an obtained F-value of 140.090 and a significance of <0.001; 3) simultaneously, there is a significant difference in both digital literacy and conceptual understanding, with an obtained F-value of 125.293 and a significance of <0.001. Based on the results of the Manova analysis, it can be concluded that learning that integrates local wisdom assisted by interactive comics in Social Studies learning is proven to effectively improve students' digital literacy and conceptual understanding.
Pengembangan Media Pembelajaran Interaktif Berbasis Tri Kaya Parisudha Materi Norma Dalam Kehidupanku Kelas V Sekolah Dasar Nyoman Tri Yastiti; Komang Trisna Mahartini; I Ketut Ngurah Ardiawan
Walada: Journal of Primary Education Vol. 5 No. 3 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i3.932

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis kearifan lokal Tri Kaya Parisudha pada materi "Norma Dalam Kehidupanku" untuk peserta didik kelas V Sekolah Dasar, sekaligus menguji tingkat validitas dan kepraktisannya sebagai upaya nyata dalam mengatasi pembelajaran yang monoton dan abstrak. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan mengadaptasi model ADDIE yang meliputi lima tahapan sistematis: analisis (analyze), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, serta angket, dengan melibatkan subjek uji validitas yang terdiri dari ahli materi, ahli media, dan ahli bahasa, serta subjek uji kepraktisan yang melibatkan guru dan 19 peserta didik kelas V di SD Negeri 1 Les dan SD Negeri 3 Les. Pengembangan produk melalui aplikasi Canva yang diintegrasikan dengan platform Heyzine dan Educaplay ini menghasilkan media pembelajaran digital yang sangat layak. Hasil analisis kuantitatif menggunakan rumus Aiken V menunjukkan tingkat validitas materi sebesar 0,92 (sangat tinggi), validitas media sebesar 0,96 (sangat tinggi), dan validitas bahasa sebesar 0,70 (tinggi). Sementara itu, uji coba lapangan menunjukkan tingkat kepraktisan yang sangat luar biasa dengan perolehan skor sebesar 96% dari guru dan 98% dari peserta didik. Implikasi dari penelitian ini adalah tersedianya media alternatif bagi guru untuk menyampaikan materi PPKn secara kontekstual, membantu siswa memahami penerapan norma dalam kehidupan sehari-hari melalui nilai karakter Tri Kaya Parisudha, serta mendukung sekolah dalam mengintegrasikan kearifan lokal ke dalam pembelajaran digital.
PELATIHAN PENYUSUNAN PERANGKAT PEMBELAJARAN BERBASIS PENDEKATAN DEEP LEARNING BAGI GURU SEKOLAH DASAR DI KECAMATAN SAWAN I Ketut Suparya; I G Agung Jaya Suryawan; Made Adi Nugraha Tristaningrat; Kadek Hengki Primayana; Putu Yulia Angga Dewi; Ni Nyoman Kurnia Wati; Komang Trisna Mahartini; Nyoman Pancaria; I Gede Arya Wiradnyana
Jurnal Abdimas Ilmiah Citra Bakti Vol. 7 No. 1 (2026)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jailcb.v7i1.6562

Abstract

Kompetensi guru dalam menyusun perangkat pembelajaran merupakan faktor penting dalam mendukung pembelajaran bermakna di sekolah dasar. Namun, hasil analisis kebutuhan menunjukkan bahwa sebagian guru sekolah dasar di Kecamatan Sawan masih mengalami kesulitan merancang perangkat pembelajaran yang mengintegrasikan pendekatan deep learning, pembelajaran kontekstual, dan pengembangan kemampuan berpikir kritis siswa. Kegiatan Pengabdian kepada Masyarakat ini bertujuan meningkatkan kompetensi guru dalam menyusun perangkat pembelajaran berbasis deep learning yang selaras dengan implementasi Kurikulum Merdeka. Mitra kegiatan adalah guru sekolah dasar dari 45 satuan pendidikan di Kecamatan Sawan, Kabupaten Buleleng. Kegiatan dilaksanakan pada November 2025 di SD No. 4 Sangsit menggunakan pendekatan partisipatif dan kolaboratif melalui workshop, diskusi interaktif, praktik penyusunan perangkat, pendampingan, dan evaluasi. Tahapan kegiatan meliputi persiapan, pelaksanaan pelatihan, dan evaluasi. Hasil menunjukkan peningkatan skor pemahaman konsep deep learning dari 2,8 menjadi 4,5; kemampuan merumuskan tujuan pembelajaran dari 3,0 menjadi 4,6; penyusunan aktivitas pembelajaran kontekstual dari 2,9 menjadi 4,4; dan pengembangan asesmen autentik dari 2,7 menjadi 4,3. Analisis perangkat menunjukkan 87% peserta mampu mengintegrasikan tujuan, aktivitas, dan asesmen. Dengan demikian, pelatihan dan pendampingan mendukung penguatan kompetensi profesional guru dalam merancang perangkat pembelajaran berbasis deep learning.
Pengaruh model pembelajaran kooperatif tipe team assisted individualization berbantuan media wordwall untuk meningkatkan hasil belajar ipas kelas lima gugus tiga kecamatan gerokgak Semarajaya, Kadek Mas; Yuda Parmita, I Gusti Ngurah Arya; Mahartini, Komang Trisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52282

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar IPAS siswa kelas lima SD di Gugus tiga Kecamatan Gerokgak yang disebabkan oleh dominasi pembelajaran konvensional dan minimnya pemanfaatan media interaktif. Tujuan penelitian ini adalah menganalisis dampak penerapan model kooperatif tipe Team Assisted Individualization TAI berbantuan media Wordwall terhadap peningkatan hasil belajar IPAS. Penelitian menggunakan pendekatan kuantitatif dengan jenis eksperimen semu quasi experiment dan desain Pretest-Posttest Control Group Design. Sampel terdiri dari dua puluh dua siswa kelas lima SDN tiga Patas sebagai kelompok eksperimen dan tiga puluh dua siswa kelas V SDN empat Patas sebagai kelompok kontrol. Hasil analisis ujit independent menunjukkan t-hitung enam belas koma dua ratur sembilan puluh lima kurang dari ttabel satu koma enam ratur enam puluh tiga dengan Sig. duatailed sama dengan nol koma nol nol nol kurang dari nol koma nol lima sehingga terdapat perbedaan signifikan hasil belajar IPAS antara kedua kelompok. Nilai N-Gain kelompok eksperimen sebesar lima pulih delapan koma enam puluh delapan persen cukup efektif jauh melampaui kelompok kontrol sebesar delapan belas koma sembilan puluh empat tidak efektif.
ANALISIS INTEGRASI KEARIFAN LOKAL DALAM MEDIA PEMBELAJARAN DIGITAL PADA PEMBELAJARAN IPAS SEKOLAH DASAR Sensa Yudiantini, Luh Putu; Candra Prastya Dewi, Ni Putu; Trisna Mahartini, Komang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59547

Abstract

Natural Science and Social Studies (IPAS) learning in elementary schools plays an important role in supporting students’ understanding of natural and social phenomena in their surrounding environment. However, IPAS learning is still frequently presented in an abstract manner and is not sufficiently connected to students’ real-life contexts, resulting in learning experiences that are less meaningful. One approach considered relevant to strengthen contextual learning is the integration of local wisdom into digital learning media. This article aims to analyze the importance of integrating local wisdom into digital learning media for IPAS learning in elementary schools. This study employed a descriptive qualitative approach through a literature review of national journals, educational reference books, and curriculum policy documents published within the last five years. The findings indicate that integrating local wisdom into digital learning media contributes to improving students’ conceptual understanding of IPAS, strengthening character development, and fostering environmental awareness, while also supporting meaningful and deep learning. Therefore, the integration of local wisdom into digital learning media can be regarded as an important and relevant pedagogical approach to enhance the quality of IPAS learning in elementary schools.
PENGEMBANGAN BUKU CERITA BERGAMBAR INTERAKTIF BERBASIS TRI HITA KARANA UNTUK PENDIDIKAN LINGKUNGAN SEKOLAH DASAR Gede Darma Yoga; Ni Nyoman Kurniawati; Komang Trisna Mahartini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62208

Abstract

This study was motivated by the limited availability of innovative and contextuallearning media that integrate local wisdom to foster environmental awarenessamong elementary school students. The research aimed to develop an interactivepicture storybook based on the Tri Hita Karana philosophy for the topic Aku PeduliLingkungan, as well as to determine its validity and practicality. This researchemployed the Research and Development (R&D) approach using the ADDIE model,consisting of Analysis, Design, Development, Implementation, and Evaluationstages. The product was validated by media, material, and language experts, whileits practicality was evaluated by elementary school teachers and Grade II students.Data were collected through observations, interviews, and questionnaires andanalyzed using descriptive quantitative and qualitative techniques. The findingsindicate that the developed interactive picture storybook is highly feasible forclassroom implementation. The media achieved very high validity scores frommedia experts (98.67%), material experts (98.00%), and language experts(98.67%). Practicality testing also demonstrated excellent results, with teacherresponses reaching 98.00%, student responses 98.07%, and an overall average of98.04%. These findings imply that the interactive picture storybook based on Tri HitaKarana is a valid and practical learning medium that can support contextual learning,strengthen environmental care character, and integrate Balinese local wisdom intoprimary education.Kata kunci: interactive picture storybook, Tri Hita Karana, environmental education,learning media, elementary school
PENANAMAN NILAI TAT TWAM ASI PADA ANAK USIA DINI MELALUI KEGIATAN BERMAIN BERSAMA DI PAUD WIDYA DHARMA BONDALEM Kadek Anggarini; Komang Trisna Mahartini; Komang Agus Budhi Arya Pramana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63584

Abstract

This study was motivated by the importance of instilling character values in early childhood through activities that are appropriate to their developmental stage. At PAUD Widya Dharma Bondalem, several children were still found to exhibit egocentric behavior, reluctance to share, emotional outbursts during play, and limited ability to appreciate their peers' feelings. This study aimed to analyze teachers' strategies for instilling the values of Tat Twam Asi through collaborative play activities, identify the supporting and inhibiting factors in its implementation, and examine its implications for the social behavior development of early childhood learners. The study employed a descriptive qualitative approach conducted at PAUD Widya Dharma Bondalem. Data were collected through observation, in-depth interviews, and documentation using triangulation techniques. The data were analyzed using the interactive model of Miles, Huberman, and Saldaña, which consists of data collection, data condensation, data display, and conclusion drawing. The findings revealed that teachers implemented the values of Tat Twam Asi through role modeling, group play, the habituation of sharing and helping behaviors, and role-playing activities integrated into collaborative play. Supporting factors included teachers' exemplary behavior, a conducive school environment, parental support, local cultural values, and cooperative play activities. Meanwhile, the inhibiting factors consisted of differences in children's characteristics, inconsistent character reinforcement at home, excessive gadget use, limited instructional time, and conflicts among children during play. Collaborative play activities were found to have positive implications for children's social behavior by enhancing empathy, mutual respect, cooperation, social awareness, and children's understanding of the importance of living harmoniously in accordance with the values of Tat Twam Asi.
Pengembangan Permainan Menyusun Huruf Berbantuan Wordwall Tema Budaya Bali untuk Anak Usia Dini Luh Mei Sunariati; I Putu Yoga Purandina; Komang Trisna Mahartini
Walada: Journal of Primary Education Vol. 5 No. 3 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i3.1209

Abstract

Penelitian ini bertujuan untuk menghasilkan rancang bangun, menganalisis validitas, dan menganalisis kepraktisan Permainan Menyusun Huruf Berbantuan Wordwall Tema Budaya Bali untuk Anak Usia Dini kelompok B di TK Negeri Pembina Tejakula. Penelitian ini merupakan penelitian pengembangan (Research and Development) menggunakan model 4-D dari Thiagarajan, yang dilaksanakan sampai tahap pengembangan (develop) karena keterbatasan waktu. Subjek penelitian terdiri atas sembilan ahli sebagai validator media, materi, dan bahasa, serta lima orang guru dan lima belas anak kelompok B1 sebagai subjek uji kepraktisan. Data dikumpulkan melalui angket validasi dan angket kepraktisan, kemudian dianalisis menggunakan rumus Aiken's V dan analisis persentase. Hasil penelitian menunjukkan bahwa: (1) rancang bangun produk dikembangkan melalui tahap pendefinisian dan perancangan, menghasilkan media interaktif berbasis Google Sites yang terintegrasi dengan platform Wordwall, memuat lima halaman utama, yaitu Beranda, Tujuan, Petunjuk Permainan, Game, dan Profil, serta permainan Anagram berisi lima belas soal bertema Budaya Bali; (2) validitas produk memperoleh indeks Aiken's V sebesar 0,929 pada aspek media, 0,958 pada aspek materi, dan 0,927 pada aspek bahasa, seluruhnya berkategori sangat tinggi; (3) kepraktisan produk memperoleh persentase 95,11% dari penilaian pendidik dan 93,46% dari penilaian peserta didik, keduanya berkategori sangat praktis. Dengan demikian, dapat disimpulkan bahwa Permainan Menyusun Huruf Berbantuan Wordwall Tema Budaya Bali layak dan praktis digunakan sebagai media pembelajaran literasi awal berbasis budaya lokal bagi anak usia dini.
Contextual E-Comic Media to Enhance Elementary School Students’ Social Attitudes in Social Studies Learning Komang Trisna Mahartini; Putu Wulandari Tristananda
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.99926

Abstract

The low level of social attitudes among elementary school students—such as empathy, responsibility, and cooperation—remains a problem in Social Studies (IPS) learning across many schools. This study aims to develop contextual e-comic media in Social Studies to improve students' social attitudes. This research employed a Research and Development (R&D) approach using the ADDIE model, integrated with field testing stages from Borg & Gall. The research subjects included nine experts (in content, language, and graphic design), 12 fifth-grade students for small-scale trials, and 108 students for large-scale trials, including both experimental and control groups. Data were collected using validity questionnaires, practicality questionnaires, and social attitude questionnaires (pretest-posttest), supported by observation and user feedback. Data analysis was conducted using both qualitative and quantitative methods, including Aiken’s V, Ideal Theoretical Reference Assessment (PAIT), descriptive statistics, and ANOVA. The results showed that the contextual e-comic media had very high validity levels with Aiken’s V scores of 0.93 (content), 0.95 (language), and 0.90 (design). The small-scale practicality test yielded average scores of 4.87 (teachers) and 4.61 (students), while the large-scale test produced average scores of 4.76 (teachers) and 4.21 (students), all within the "highly practical" category. These findings indicate that the contextual e-comic media is highly feasible for use in Social Studies learning to effectively and enjoyably foster students’ social attitudes.