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Development of Digital-Based Ludo Game Media Material on How We Live and Grow in the Science Subject for Grade V in Elementary Schools Putrawan, Putu Rendy; Primayana, Kadek Hengki; Pancaria, I Nyoman
Jurnal Teknologi Pendidikan Vol. 2 No. 4 (2025): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v2i4.1681

Abstract

This study aims to develop digital-based Ludo game media as a learning media on the material "How We Live and Grow" in the subject of Natural and Social Sciences (IPAS) for grade V Elementary School students. Media development uses the ADDIE model which includes the stages of analysis, design and development. This digital-based Ludo game media is designed to increase student involvement and understanding through active and enjoyable learning. The validity results from media experts, material experts and language experts show that this media is declared valid and feasible to use. Practicality tests on students show that this media is practical and effective in increasing interest in learning and understanding of the concept of IPAS material. Thus, digital-based Ludo game media can be an alternative innovative learning media and support the active learning process in grade V Elementary School.
Pelatihan dan Pendampingan Menjadi Guru yang Inovatif Pada Era Kurikulum Merdeka di Sekolah Dasar Kecamatan Nusa Penida Pancaria, I Nyoman; Yulia Angga Dewi, Putu; Suparya, I Ketut; Adi Nugraha Tristaningrat, Made; Surya Adnyana, Komang; Suardipa, I Putu; Kurniawati, Ni Nyoman; Ardiawan, I Ketut Ngurah; Arya Yudaparmita, Gusti Ngurah; Candra Prastya Dewi, Ni Putu; Heny Nirmayani, Luh; Hengki Primayana, Kadek; Ari Winangun, I Made; Wahyu Wiguna, I Komang; Eka Sastrika Ayu, Putu; Arya Wiradnyana, I Gede; Ida Arsani Dewi, Putu
Paradharma: Jurnal Aplikasi IPTEK Vol. 8 No. 1 (2024): Paradharma: Jurnal Aplikasi IPTEK
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Dhyana Pura – Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/jpd.v8i1.3011

Abstract

Karakteristik utama dari kurikulum ini yang mendukung pemulihan pembelajaran adalah fokus pada materi esensial sehingga pembelajaran lebih mendalam, waktu lebih banyak untuk pengembangan kompetensi dan karakter melalui belajar kelompok seputar konteks nyata (Projek Penguatan Profil Pelajar Pancasila). Capaian pembelajaran per fase dan jam pelajaran yang fleksibel mendorong pembelajaran yang menyenangkan dan relevan dengan kebutuhan pelajar dan kondisi satuan pendidikan. Modul ajar dalam konteks Kurikulum Merdeka merupakan bahan pembelajaran yang dirancang secara sistematis dan komprehensif untuk mendukung implementasi kurikulum yang berfokus pada pengembangan kompetensi peserta didik. Modul ajar Kurikulum Merdeka menekankan pada pembelajaran berbasis proyek (project-based learning) dan pembelajaran berbasis masalah (problem-based learning). Peserta didik dihadapkan pada situasi atau masalah nyata yang harus dipecahkan melalui kegiatan proyek atau penyelidikan. Pendampingan ini akan membantu guru dalam mengatasi berbagai kendala yang mungkin dihadapi, serta memberikan umpan balik yang konstruktif untuk perbaikan pembelajaran di masa depan. Peserta dalam kegiatan pelatihan ini berjumlah 25 orang yang berasal dari beberapa sekolah dasar di Kecamatan Nusa Penida, Kabupaten Klungkung.
Pengaruh Model Teams Games Tournament (TGT) Berbantuan Permainan Engklek Pada Pendidikan Pancasila Untuk Meningkatkan Karakter Berkebhinekaan Global Siswa Kelas IV Safitri, Kadek Devi; Pancaria, I Nyoman; Ardiawan, I ketut Ngurah
IJPSE Indonesian Journal of Primary Science Education Vol 6 No 1 (2025): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v6i1.9080

Abstract

This study aims to analyze the extent to which the Team Games Tournament (TGT) model combined with the traditional game Engklek influences the formation of global diversity character for fourth grade elementary school students in Gugus 6 Sawan District by choosing Pancasila Education subjects. The method used in this research is quasiexperiment with post-test only control group design. The study population consisted of fourth grade students at SDN Gugus 6 Sawan District. The experimental group consisted of 27 students from class IV SDN 4 Sangsit and the control group consisted of 19 students from class IV SDN 7 Sangsit. Data collection techniques include interviews, observation, documentation, and questionnaires, while data analysis techniques include content validity tests, descriptive analysis, normality, homogeneity, paired sample t-test, and effect size. The t-test results showed a Sig. (2-tailed) 0.000 <0.05, with an average learning attitude of the experimental group of 70.93 and the control group (70.93>64.79). This means that the Team Games Tournament (TGT) model assisted by the Engklek game has a positive effect on the global diversity character of fourth grade students of SDN Gugus 6 Sawan District in the 2024/2025 academic year.