Pradnyana, I Ketut Andika
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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
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
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.
Desain Pembelajaran Inovatif Algoritma dan Pemrograman Berbasis Project Based Learning Subawa, I Gede Bendesa; Wahyuni, Dessy Seri; Pradnyana, I Ketut Andika
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.v14i2.104009

Abstract

Penelitian ini bertujuan untuk mengembangkan desain pembelajaran inovatif pada mata kuliah Algoritma dan Pemrograman dengan menerapkan model Project Based Learning (PjBL) yang terintegrasi dalam platform e-learning. Latar belakang penelitian ini adalah kelemahan pendekatan tradisional yang terlalu berfokus pada teori sehingga menyebabkan mahasiswa kesulitan dalam memahami konsep secara mendalam dan mengaitkannya dengan praktik nyata. Tahapan penelitian meliputi analisis kebutuhan, perancangan pembelajaran, serta pengembangan media pada e-learning. Pada tahap analisis, diidentifikasi permasalahan utama yaitu kurangnya praktik langsung dan interaktivitas pembelajaran. Tahap perancangan menghasilkan pemetaan tujuan, capaian, indikator, dan aktivitas berbasis proyek. Selanjutnya, tahap pengembangan dilakukan pada platform e-learning Undiksha dengan memanfaatkan fitur interaktif untuk meningkatkan keterlibatan mahasiswa. Produk yang dihasilkan diuji validitasnya oleh dua ahli desain dan media. Hasil uji menunjukkan tingkat validitas tinggi (0,67), kemudian setelah revisi meningkat menjadi sangat tinggi (1,00). Temuan ini mengindikasikan bahwa desain pembelajaran yang dikembangkan layak digunakan dan berpotensi meningkatkan kualitas pembelajaran algoritma dan pemrograman. Penelitian ini juga memberikan implikasi bahwa integrasi PjBL dan e-learning dapat menjadi model alternatif dalam pembelajaran berbasis proyek di pendidikan tinggi.
Gamifikasi dalam Kelas Informatika: Strategi Inovatif untuk Meningkatkan Motivasi dan Keterlibatan Siswa Mertayasa, I Nengah Eka; Subawa, I Gede Bendesa; Pradnyana, I Ketut Andika
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.v14i2.104108

Abstract

Perkembangan teknologi informasi pada era industri 4.0 menuntut inovasi pembelajaran yang mampu meningkatkan motivasi dan hasil belajar siswa. Penelitian ini bertujuan mengembangkan konten gamifikasi pembelajaran pada mata pelajaran Informatika untuk siswa kelas VII SMP serta mengetahui tingkat validitas, kepraktisan, dan efektivitasnya. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek penelitian melibatkan 36 siswa dan seorang guru mata pelajaran informatika. Data dikumpulkan melalui validasi ahli isi dan media, uji coba perorangan, kelompok kecil, lapangan, serta angket respon guru dan siswa. Hasil penelitian menunjukkan bahwa konten gamifikasi pembelajaran memperoleh validitas sangat tinggi (skor 1,00) dari ahli isi dan media. Uji coba perorangan memperoleh skor 93,78%, uji kelompok kecil 92,98%, dan uji lapangan 93,99% dengan kualifikasi “sangat baik”. Uji efektivitas menggunakan N-Gain menghasilkan skor 0,78 (kategori tinggi). Respon guru (skor 49) dan siswa (69,41) juga menunjukkan kategori “sangat positif”. Dengan demikian, konten gamifikasi pembelajaran yang dikembangkan terbukti valid, praktis, efektif, dan layak digunakan untuk meningkatkan motivasi serta hasil belajar siswa pada mata pelajaran Informatika.
Pengembangan Multimedia Gamifikasi Kolaboratif untuk Meningkatkan Keterampilan Berpikir Kritis Siswa pada Mata Pelajaran Sistem Komputer Pradnyana, I Ketut Andika; Mertayasa, I Nengah Eka; Subawa, I Gede Bendesa
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.v14i2.104127

Abstract

This study aims to develop and implement collaborative gamification-based multimedia to enhance students’ critical thinking skills in the Computer Systems course. The background of the study highlights the need to strengthen students’ critical thinking, particularly when engaging with complex content such as Computer Systems. Teacher-centered instruction and limited student interaction can hinder the development of critical thinking skills. Therefore, this research seeks to address these issues by applying a collaborative learning model that leverages gamification principles. The research employs a research and development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model. The stages include analyzing learner characteristics, designing the multimedia, collecting materials, and assembling the multimedia. Data analysis utilizes Gregory’s formula to assess the validity of the collaborative gamified multimedia. The expected output is the development of collaborative gamified multimedia that effectively improves students’ critical thinking skills in the Computer Systems course. This multimedia is anticipated to serve as an engaging and interactive learning resource that fosters student involvement in the learning process. Overall, the study is expected to contribute to the advancement of innovative instructional models that enhance students’ critical thinking skills in Computer Systems.