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PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF PPKN UNTUK SISWA TUNAGRAHITA DENGAN KONSEP GAMIFIKASI Pradnyana, I Ketut Andika; Pradnyana, I Made Ardwi; Suyasa, P Wayan Arta
Jurnal Pendidikan Teknologi dan Kejuruan Vol 17, No 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.017 KB) | DOI: 10.23887/jptk-undiksha.v17i2.25189

Abstract

The use of manual instructional media, as well as the limitations of mentally retarded students in comprehending abstract learning material cause a difficulty for teacher to deliver the material. This is necessary for the development of interactive learning media with gamification concept to in teaching PPKn (Civic Education). This study is aimed at designing, implementing, and determining the media feasibility level and students’ responses to the development of interactive learning media for PPKn subject. The development of interactive learning media with gamification concept used the development method of Multimedia Development Life Cycle (MDLC) that consists of 6 development stages, namely: 1. Concept; 2. Design; 3. Material Colleting; 4. Assembly; 5. Testing; and 6. Distribution.  The research and development were conducted through the stages of testing beta and alpha to determine the feasibility and students’ responses towards PPKn interactive learning media with gamification concept. The assessment results on material feasibility level were 1.00 and the media were 1.00 with a very decent category. The average response of individual test students was 93,33%, the small group test was 92,22%, and the field test was 91,00%. Interactive learning media with gamification concept was used as teacher’s guideline in providing learning material, so that it could increase children’s concentration and focus. It was shown from the results of students’ responses converted to responses table that students wre categorized as excellent category
VCO (Virgin Coconut Oil) PEJATI DARI LIMBAH BUAH KELAPA PERSEMBAHAN BANTEN MANTAPKAN EKONOMI TUKANG SAPU DI AREAL PURA PENATARAN DALEM PED, NUSA PENIDA Pradnyana, I Ketut Andika
JURNAL WIDYA LAKSANA Vol 10, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jwl.v10i2.24799

Abstract

Penataran Dalem Ped temple is one of the heavenly temples in Nusa Penida. Based on the results of an interview with one of the sweepers in this temple, the number of pemedek (visitors who make prayers) on normal days reaches 100 people per day, Saturdays and Sundays can reach 800 people, and on certain days such as full moon and temple temple reaches 5,000 more visitors so as to produce a lot of coconut waste. Therefore it requires socialization to the community on how to process coconut into VCO. The purpose of this activity is to increase the support of partners namely sweepers at Penataran Temple Dalem Ped. The method used is counseling and practice processing coconut-based product diversification. The results obtained are partners who can produce VCO independently, partners who have knowledge of coconut processing that can be used to make VCO. After this service was carried out, the partners began to realize the importance of agricultural products to increase revenue and market their products in Nusa Penida as a typical souvenir product
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF PPKN UNTUK SISWA TUNAGRAHITA DENGAN KONSEP GAMIFIKASI I Ketut Andika Pradnyana; I Made Ardwi Pradnyana; P Wayan Arta Suyasa
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 17 No. 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.017 KB) | DOI: 10.23887/jptk-undiksha.v17i2.25189

Abstract

The use of manual instructional media, as well as the limitations of mentally retarded students in comprehending abstract learning material cause a difficulty for teacher to deliver the material. This is necessary for the development of interactive learning media with gamification concept to in teaching PPKn (Civic Education). This study is aimed at designing, implementing, and determining the media feasibility level and students’ responses to the development of interactive learning media for PPKn subject. The development of interactive learning media with gamification concept used the development method of Multimedia Development Life Cycle (MDLC) that consists of 6 development stages, namely: 1. Concept; 2. Design; 3. Material Colleting; 4. Assembly; 5. Testing; and 6. Distribution.  The research and development were conducted through the stages of testing beta and alpha to determine the feasibility and students’ responses towards PPKn interactive learning media with gamification concept. The assessment results on material feasibility level were 1.00 and the media were 1.00 with a very decent category. The average response of individual test students was 93,33%, the small group test was 92,22%, and the field test was 91,00%. Interactive learning media with gamification concept was used as teacher’s guideline in providing learning material, so that it could increase children’s concentration and focus. It was shown from the results of students’ responses converted to responses table that students wre categorized as excellent category
Pengembangan E-Modul Interaktif Kolaboratif Pada Mata Pelajaran Komputer Dan Jaringan Dasar I Ketut Andika Pradnyana; Ketut Agustini; I Wayan Santyasa
JURNAL JENDELA PENDIDIKAN Vol. 1 No. 04 (2021): Jurnal Jendela Pendidikan: Edisi November 2021
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v1i04.24

Abstract

Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran berupa e-modul interaktif berbasis kolaboratif dan mengetahui kelayakan media berdasarkan pengujian para ahli. Pengembangan e-modul pembelajaran interaktif kolaboratif ini, didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran komputer dan jaringan dasar di SMK Negeri 1 Sukasada. Demi menghasilkan produk yang diharapkan, prosedur pengembangan yang digunakan adalah model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian menunjukkan bahwa, penilaian betha testing terhadap tingkat kelayakan materi sebesar 1,00 dan media sebesar 1,00 dengan kategori sangat layak. Alpha testing diperoleh rata-rata respon siswa uji perorangan sebesar 93,33%, uji kelompok kecil sebesar 92,44%, dan uji lapangan sebesar 85,83%. Makapengembangan e-modul interaktif kolaboratif yang telah dikembangkan pada mata pelajaran komputer dan jaringan dasar berhasil diterapkan dan layak diimplementasikan dalam proses pembelajaran.
“3D ANIMATH”: MEDIA PEMBELAJARAN ANIMASI 3 DIMENSI MATEMATIKA UNTUK SISWA PENYANDANG TUNAGRAHITA I Nengah Eka Mertayasa; I Ketut Andika Pradnyana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 11 No. 3 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v11i3.55072

Abstract

Penggunaan media pembelajaran yang masih manual dan keterbatasan siswa tunagrahita dalam memahami materi pembelajaran yang bersifat abstrak. Terlebih lagi di masa pandemic covid-19 guru mengalami kesulitan dalam menyampaikan materi pembelajaran. Hal ini perlu adanya pengembangan khususnya media pembelajaran yang menarik. Penelitian ini bertujuan untuk merancang, mengimplementasikan dan mengetahui tingkat kelayakan media serta respon siswa terhadap pengembangan media pembelajaran 3D Animath. Pengembangan media pembelajaran 3D Animath mata pelajaran matematika menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 tahapan pengembangan. Tahapan-tahapan model MDLC yaitu 1. Concept; 2. Design; 3. Material Collecting; 4. Assembly; 5. Testing; 6. Distribution. Hasil penilaian terhadap tingkat kelayakan materi sebesar 1,00 dan media sebesar 1,00 dengan kategori sangat layak. Rata-rata uji respon siswa terhadap media pembelajaran 3D Animath sebesar 92,2%. Media pembelajaran 3D Animath digunakan sebagai panduan guru maupun orang tua dalam memberikan materi pembelajaran kepada siswa di masa pandemic covid-19, sehingga dapat meningkatkan konsentrasi dan fokus pada anak di rumah. Ini dibuktikan dengan hasil respon siswa jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori sangat baik.
Kolok.id: An Aplication for Digital Learning Media Integrated with Game and Kolok Dictionary to Improve Kolok Students’ Learning Performance in Covid-19 Pandemic Ni Putu Ayu Pirdayanti; Ni Ketut Anggriani; Gusti Aditya Trisna Murti; I Ketut Andika Pradnyana; I Wayan Pardi
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.60131

Abstract

SD Negeri 2 Bengkala is an inclusive school that aims to improve the quality of education for kolok students. Kolok means dumb and deaf. Problems faced by Kolok students in learning activities namely 1) as they have physical limitations to be unable to speak and hear something, this situation hardly affects their learning process, 2) teachers have not used creative and innovative learning media, 3) Kolok students find difficulties to understand abstract material, moreover when they have nobody as their assistant (kolok translator) to help them understand their lesson. Knowing this situation, Kolok.id is developed to overcome problems encountered by most of kolok students. Kolok.id is an application developed to help kolok students receive lesson easier and facilitate their communication needs. The main features contained in the kolok.id application includes basic competencies and indicators, teaching materials, crossword puzzle games, quizzes, kolok dictionaries, and guide book. Kolok.id application is also relevant to use during the Covid19 pandemic to support Kolok students learning from home. In addition, this application can also be used anytime and anywhere. The development of Kolok.id application uses the method of Multimedia Development Life Cycle (MDLC) which consists of 6 development stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Kolok.id application has gone through the testing stages of beta and alpha with very good results.
VCO (Virgin Coconut Oil) PEJATI DARI LIMBAH BUAH KELAPA PERSEMBAHAN BANTEN MANTAPKAN EKONOMI TUKANG SAPU DI AREAL PURA PENATARAN DALEM PED, NUSA PENIDA Pradnyana, I Ketut Andika
JURNAL WIDYA LAKSANA Vol 10, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (540.682 KB) | DOI: 10.23887/jwl.v10i2.24799

Abstract

Penataran Dalem Ped temple is one of the heavenly temples in Nusa Penida. Based on the results of an interview with one of the sweepers in this temple, the number of pemedek (visitors who make prayers) on normal days reaches 100 people per day, Saturdays and Sundays can reach 800 people, and on certain days such as full moon and temple temple reaches 5,000 more visitors so as to produce a lot of coconut waste. Therefore it requires socialization to the community on how to process coconut into VCO. The purpose of this activity is to increase the support of partners namely sweepers at Penataran Temple Dalem Ped. The method used is counseling and practice processing coconut-based product diversification. The results obtained are partners who can produce VCO independently, partners who have knowledge of coconut processing that can be used to make VCO. After this service was carried out, the partners began to realize the importance of agricultural products to increase revenue and market their products in Nusa Penida as a typical souvenir product
Preserving Local Wisdom through Subak Analogy Videos for Teaching Computer Network Concepts Mertayasa, I Negah Eka; Agustini, Ketut; Wahyudi, Wahyudi; Pradnyana, Ketut Andika; Angoy, Raisalam D; Ozsen, Zeynep
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 15 No. 1 (2025): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/teknopedagogi.v15i1.42195

Abstract

This study aims to identify the usefulness of subak analogy videos for learning computer network concepts and to analyze the effectiveness of their use based on students' experiences and understanding. This study uses a qualitative approach with a naturalistic type. Data were collected through observation, in-depth interviews, and documentation of 43 vocational high school students studying computer network concepts. Data analysis was carried out using the Miles and Huberman model, which includes data reduction, data presentation, and concluding. The study results showed that subak analogy videos were beneficial for students in understanding computer network concepts. Students expressed that subak analogies provide a concrete picture of data flow in computer networks, making them easier to understand than conventional approaches. In addition, data analysis showed increased student understanding, as demonstrated by their reflections in discussions and problem-solving based on computer network concepts. These findings indicate that using subak analogy videos can be an effective learning strategy in improving students' understanding of computer network concepts.
Web Blended Learning: Inovasi Model Pembelajaran Digital Menuju Efektivitas Belajar Online Pradnyana, I Ketut Andika; Ketut Agustini; I Wayan Santyasa
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 14 No. 2 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v14i2.97720

Abstract

Blended Learning is an innovative instructional model that combines face-to-face methods and online learning by utilizing information and communication technology. This article analyzes 15 international journals discussing various Blended Learning models, including Face-to-Face Driver, Rotation, Flex, Online Lab, Self Blend, and Online Driver. The study was conducted through content analysis focusing on the scope of Blended Learning, concepts, research methodologies, data collection techniques, instruments, and data analysis used in the studies. The analysis results indicate that Blended Learning, as a hybrid approach between conventional and online learning, has a positive impact on students' learning outcomes. Moreover, the Blended Learning model offers flexibility and effectiveness capable of addressing the challenges of online education. This study recommends the development and implementation of adaptive Blended Learning models as innovative solutions to enhance the quality of online learning
Digitalisasi UMKM melalui Pembuatan Website: Strategi Pengembangan Usaha Sambal Ikan di UMKM Loka Muda Nusa Penida Pratiwi, Putu Irma; Wijaya, I Nyoman Saputra Wahyu; Dewi, Nyoman Ayu Wulan Trisna; Pradnyana, I Ketut Andika; Sekarini, Ni Nyoman Ayu Desy; Putra, I Komang Apriyatama Sukarma; Prasetya, I Putu Gede Agung
JURNAL WIDYA LAKSANA Vol 14 No 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jwl.v14i1.85202

Abstract

Indonesia sebagai negara maritim memiliki potensi besar di sektor kelautan dan perikanan, termasuk di Desa Suana, Nusa Penida, yang terkenal dengan produk sambal ikan berbahan dasar ikan tongkol dan cangkalang. Namun, pemasaran produk sambal ikan di desa tersebut masih terbatas pada metode konvensional, sehingga diperlukan inovasi digital untuk memperluas jangkauan pasar. Pengabdian ini bertujuan untuk meningkatkan kemampuan UMKM Loka Muda Desa Suana dalam menggunakan website sebagai media promosi dan penjualan. Metode yang digunakan adalah pelatihan dan pendampingan, di mana anggota UMKM diajarkan mengoperasikan website promosi sambal ikan. Metode kegiatan pengabdian ini adalah dengan pelatihan dan pendampingan menggunakan desain pretest dan posttest. Analisis data menggunakan analisis deskriptif dalam bentuk persentase. Hasil pelatihan menunjukkan peningkatan signifikan pada pengetahuan peserta, dari 60% kategori pengetahuan kurang pada pretest menjadi 80% kategori baik pada posttest. Seluruh peserta juga berhasil mengoperasikan website untuk mempromosikan dan menjual produk mereka secara digital. Kesimpulan pelatihan dan pendampingan ini berhasil meningkatkan keterampilan digital anggota UMKM Loka Muda dalam memanfaatkan website sebagai sarana promosi dan penjualan, yang diharapkan dapat mendukung perkembangan usaha di era digitalisasi.