Articles
PENGARUH MODEL PEMBELAJARAN THINK PAIR SHARE BERBASIS TRI KAYA PARISUDHA TERHADAP HASIL BELAJAR IPS
Paryanata, I Made Raka;
Agung, Anak Agung Gede;
Suarjana, I Made
Jurnal Pendidikan Multikultural Indonesia Vol. 2 No. 1 (2019): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpmu.v2i1.20789
Sampai saat ini rata-rata hasil belajar IPS siswa di Gugus II Kecamatan Susut yaitu 64,96 dan berada pada kategori rendah sedangkan KKM Nasional 75,00. Rendahnya rata-rata IPS tersebut dipengaruhi oleh banyak faktor baik faktor internal dan eksternal. Salah satu faktor eksternal yang diduga berpengaruh adalah strategi atau model pembelajaran. Oleh karena itu penelitian ini bertujuan untuk mengetahui pengaruh yang signifikan model pelajaran Think Pair Share berbasis Tri Kaya Parisudha terhadap hasil belajar IPS siswa kelas V Gugus II Kecamatan Susut Tahun Pelajaran 2018/2019. Penelitian ini merupakan penelitian quasi experiment dengan desain non-equivalent control group design. Populasi dalam penelitian ini adalah seluruh siswa kelas V SD Gugus II Kecamatan Susut Tahun Pelajaran 2018/2019 yang berjumlah 119 siswa. Sampel diambil dengan teknik Cluster Random Sampling. Sampel dalam penelitian ini yaitu siswa kelas V SD Negeri 1 Pengiangan sebagai kelompok eksperimen yang berjumlah 26 siswa dan siswa kelas V SD Negeri 2 Pengiangan yang berjumlah 22 siswa sebagai kelompok kontrol. Data hasil belajar dikumpulkan dengan metode tes yaitu tes objektif pilihan ganda dengan empat pilihan jawaban (a, b, c, d). Data yang diperoleh dianalisis dengan menggunakan teknik analisis statistik deskriptif dan analisis statistik inferensial (uji-t). Perolehan rata-rata skor pre-test eksperiment adalah 16,19 yang berada pada kategori sedang, dan rata-rata skor pre-test kontrol yaitu 15,9 yang berada pada kategori sedang. Rata-rata skor post-test eksperiment adalah 18,04 yang berada pada kategori tinggi, sedangkan rata-rata post-test kontrol adalah 16,5 yang berada pada kategori sedang. Hasil analisi uji-t diperoleh thitung = 9,167 dan ttabel (pada taraf signifikansi 5%) = 2,021. Hal ini menunjukkan bahwa thitung > ttabel sehingga H0 ditolak dan H¬1 diterima. Dengan demikian dapat disimpulkan bahwa terdapat pengaruh yang signifikan model pembelajaran Think Pair Share berbasis Tri kaya Parisuda terhadap hasil belajar siswa kelas V SD gusus II Kecamatan Susut Tahun Pelajaran 2018/2019.
Miniature Media Characterized by Ethnomathematics in Improving Mathematics Abilities for Third Grade Elementary Schools
Lestari, Desak Ketut Trisna;
Suarjana, I Made;
Paramita, Made Vina Arie
Jurnal Pendidikan Multikultural Indonesia Vol. 6 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpmu.v6i1.62099
The low interest during the learning process of Mathematics in elementary schools’ results in decreased student learning outcomes, moreover the use of inappropriate learning methods which generally only focus students on practicing problems certainly makes students quickly feel bored and consider Mathematics not a fun lesson. Learning and student learning outcomes in Mathematics are influenced by several factors, including learning media. Learning media that is designed to be interesting and in accordance with the needs and characteristics of students can affect student attention to be active in the learning process, moreover Mathematics is closely related to everyday life, especially those related to calculations (addition, subtraction, multiplication and division). The purpose of this study was to analyze the validity of miniature media characterized by ethnomathematics, analyze the practicality of miniature media characterized by ethnomathematics and analyze the effectiveness of miniature media characterized by ethnomathematics in improving the ability to understand flat building material for grade III elementary school students. This development research uses a one group pre-test post-test design. The subjects in this study consisted of 1 media expert, 1 material expert, 1 practitioner, and 13 third grade elementary school students. The results were analyzed using descriptive statistics and the hypothesis was tested using the correlated t-test technique. The results showed that the miniature media characterized by ethnomathematics was valid, practical and effective in improving the ability to understand flat shape material for third grade elementary school students.
Media Video Pembelajaran Berbasis Powtoon Materi Keliling dan Luas Bangun Datar
Varamita, Ni Komang Ayu Pradnya;
Suarjana, I Made
Jurnal Pedagogi dan Pembelajaran Vol. 5 No. 1 (2022): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jp2.v5i1.46541
Siswa mengalami kesulitan dalam memahami materi pembelajaran karena pendidik hanya menggunakan buku pelajaran. Penelitian ini bertujuan untuk menciptakan media video pembelajaran Powtoon dengan topik keliling dan luas bangun datar untuk kelas IV SD. Penelitian pengembangan ini menggunakan model ADDIE yang meliputi analisis, desain, pengembangan, implementasi, dan evaluasi. Penelitian ini dilakukan hingga tahap pengembangan, karena situasi pandemi covid-19. Subjek penelitian ini adalah 2 ahli media dan 2 ahli materi, 4 orang guru dan 10 siswa sebagai responden.. Teknik pengumpulan informasi untuk penelitian ini menggunakan survei. Teknik analisis yang digunakan adalah metode kualitatif dan kuantitatif. Hasil uji legitimasi media menunjukkan skor 4,80 yang dikenang untuk klasifikasi legitimasi sangat tinggi dan hasil uji legitimasi material menunjukkan skor 4,50 pada klasifikasi legitimasi sangat tinggi. Setelah uji validitas dilakukan. Tes akal sehat mendapat skor tipikal 4,92 dari para ahli/instruktur dengan model yang sangat layak dan skor tipikal 4,85 dari reaksi siswa. Sehingga media video pembelajaran berbasis powtoon materi keliling dan luas bangun datar layak dan valid digunakan pada proses pembelajaran. Implikasi media video pembelajaran berbasis Powtoon yang dibuat diharapkan dapat membantu siswa dalam memahami materi pembelajaran, meningkatkan minat siswa untuk belajar, dan mengembangkan hasil belajar siswa.
Lembar Kerja Elektronik Berbasis Project Based Learning Pada Muatan Pelajaran IPA
Srikawati, Ni Kadek Ayu;
Suarjana, I Made
Jurnal Pedagogi dan Pembelajaran Vol. 5 No. 2 (2022): Juli
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jp2.v5i2.47111
Kurangnya inovasi yang dilakukan oleh guru dalam proses pembelajaran IPA berdampak pada penurunan minat belajar dan hasil belajar siswa. Adapun tujuan dari penelitian ini yakni untuk mengembangkan E-LKPD berbasis PjBL guna memfasilitasi belajar siswa. Penelitian tergolong kedalam penelitian pengembangan yang dikembangkan dengan model 4D. Model pengembangan 4D terdiri dari tahap pendefinisian, perancangan, pengembangan dan penyebaran. Subjek yang terlibat dalam penelitian ini terdiri dari 6 ahli yaitu 2 ahli materi, 2 ahli media dan 2 praktis. Subjek uji coba penelitian ini yaitu kelas IV SD. Pengumpulan data dalam penelitian dilakukan menggunakan metode observasi, wawancara, dan penyebaran angket, dengan instrument penelitian yang digunakan yakni kuesioner ahli isi materi, ahli media, dan instrument uji praktisi. Data yang diperoleh dalam penelitian kemudian dianalisis dengan menggunakan analisis deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa penilaian yang diberikan oleh ahli isi materi pembelajaran mencapai tingkat 94,5% (sangat baik). Hasil penilaian oleh ahli media pembelajaran mencapai tingkat 95,5% (sangat baik, praktisi 98% (sangat baik.) Hasil respon siswa rata-rata adalah 5 (setuju). Sehingga berdasarkan hasil tersebut dapat disimpulkan bahwa E-LKPD berbasis PjBL layak untuk dikembangkan dan digunakan dalam proses pembelajaran.
The Guided Inquiry Learning Model Aided by Audiovisual Media Improves Students' Mathematics Learning Outcomes
Prasanti, Ni Putu;
Suarjana, I Made;
Wira Bayu, Gede
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 2 (2023): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jp2.v6i2.61707
The low student mathematics learning outcomes are due to the teacher's lack of ability to apply appropriate learning models and media in teaching and learning activities. This research aims to discover the differences in mathematics learning outcomes between the experimental class group by applying the guided inquiry learning model assisted by audiovisual media and the control class group, which applies the conventional learning model in third-grade elementary school. This research belongs to the type of quasi-experimental research. The population in this study were all third-grade elementary school students, totaling 97 students. Sampling in this study was carried out using random sampling techniques or random sampling. The number of samples in this study was 60 third-grade elementary school students. Data collection uses a learning achievement test as an objective instrument; the test is given individually to determine student learning outcomes. This objective test contains 15 questions with answer choices a, b, and c. The research data were then analyzed using descriptive analysis techniques, which included the mean, mode, median, and standard deviation using IMB SPSS Software 25. The results of the data analysis showed that there was an influence of the assisted guided inquiry learning model. Audiovisual media on the mathematics learning outcomes of third-grade elementary school students. It was concluded that the guided inquiry learning model assisted by audiovisual media can improve the learning outcomes of elementary school students.
Practical Instructions with Content Differentiation to Improve Elementary School Students' Science Process Skills
Sari, Made Nirmala Karunika;
Suarjana, I Made;
Tegeh, I Made
Jurnal Pedagogi dan Pembelajaran Vol. 7 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jp2.v7i1.74540
Science process skills are abilities that students must have in order to be able to achieve learning goals through direct experience. Science process skills are obtained from theoretical and practical science learning. However, unfortunately learning activities are still carried out using lecture and practice methods which can improve science process skills and have not been carried out optimally. Practical activities are not equipped with practical instructions. The practical instructions used in schools only use the teacher's book so they do not accommodate all students' learning styles. Based on these problems, the aim of this research is to develop practical instructions with nuanced content differentiation to facilitate practical activities. The practical instructions for nuanced content differentiation have descriptive explanations and video explanations that are scanned using a QR-Code. This development research uses a 4D development model which consists of the stages of definition, planning, development and dissemination. The subject of this research is practical instructions. The data collection method uses observation sheets. The practical instructions that have been created have been tested for validity, practicality and effectiveness before they can be used in the classroom as a medium to support practical activities. The test results show that practical instructions with nuanced content differentiation are feasible and practical to use during practice. Practical instructions are effective in improving students' science process skills. Therefore, it can be concluded that the practical instructions developed are feasible, practical and effective for use in practical activities.
PERISA Audio Visual Media on Learning Social Diversity for Class V Elementary School Students
Ketut Meli Astuti;
I Made Suarjana;
Gusti Ayu Putu Sukma Trisna
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i3.62035
The lack of innovative learning media development in the subjects of Pancasila and Civic Education (PPKn) has an impact on poor understanding of cultural concepts among students. This study aimed at developing effective local culture-oriented learning media for grade V elementary school students. This research used ADDIE learning media development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the study consisted of 33 grade V elementary school students. The method applied in this study involved the use of questionnaires, rating scale sheets, and tests as research instruments. The research design used a pre-experimental approach. The results showed that the learning media developed, namely Media Adventure Negeri Indonesia (PERISA), is an audio-visual media in the form of videos that visualize the diversity of local cultures in Indonesia. PERISA media has a very high level of content validity with a score of 0.92. The response of teachers and students to PERISA media was also great, with a teacher response scored of 3.81 (declared very good) and a student response scored of 3.00 (declared good). The study also found significant differences on students' understanding of cultural concepts before and after using PERISA's audio-visual media. The implication of this study is that PERISA media is likely to increase the effectiveness of PPKn learning and provide convenience for students in understanding local cultural concepts. This media can be used as a supporting tool that has a positive impact on the learning process.
Virtual Book-Based Comic Media to Improve Learning Independence of Fifth-Grade Elementary School Students
Ni Kadek Dita Julianti;
I Wayan Widiana;
I Made Suarjana
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jipp.v8i2.74640
Learning media is a tool that can help in the learning process in class so that the message's meaning is clearer and the educational or learning objectives can be achieved effectively and efficiently using learning media; it is easier for teachers to convey learning content. The learning media used by teachers is limited to printed books. Teachers must utilize existing technology, resulting in a need for more flexibility in the learning process and student learning independence. This research aims to produce comic products that have been tested for validity, practicality, and effectiveness in promoting student learning independence. The ADDIE development model guides this research. Research subjects include material experts, media experts, and students. The data collection method is a questionnaire method in the form of a five-point rating scale. The research results showed that the assessment from material experts was 0.96875, the assessment from learning media experts was 0.941667, and the assessment results from students were 99.04%. The effectiveness test results obtained significance (2-tailed), a result of 0.000<0.005, so h0 was rejected, and he was accepted. Based on this analysis, it can be concluded that virtual book-based comics in IPAS content are declared valid, practical, and effective for learning and increasing students' learning independence. This research implies that virtual book-based comics can be used as learning media for students in the learning process.
Media Pembelajaran Math Game Land Berbasis Website untuk Meningkatkan Kemampuan Berhitung Siswa Kelas II Sekolah Dasar
Wati, Luh Putri Risma;
Suarjana, I Made;
Handayani, Dewa Ayu Puteri
Indonesian Journal of Instruction Vol. 5 No. 3 (2024): September 2024
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/iji.v5i3.81670
Berdasarkan penilaian TIMSS dapat disimpulkan bahwa tingkat kemampuan siswa di Indonesia masih tergolong rendah, yaitu terbatas hingga level 3. Tujuan dari penelitian ini adalah untuk menciptakan media pembelajaran dan meningkatkan kemampuan berhitung pada siswa kelas II Sekolah Dasar. Subjek dalam penelitian ini adalah dua ahli media pembelajaran, dua ahli materi pembelajaran, dua praktisi dan dua siswa. Metode pengumpulan data diperoleh melalui observasi dan kuesioner dan instrumen penelitian melibatkan pemberian kuesioner kepada responden. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis kualitatif. Penelitian ini mengikuti model pengembangan ADDIE yang terdiri dari lima tahap: Analysis, Design, Development, Implementation, dan Evaluation. Berdasarkan hasil uji validitas produk secara keseluruhan, media pembelajaran Math Game Land berbasis website menunjukkan tingkat validitas yang sangat tinggi berdasarkan penilaian ahli media, ahli materi, guru/praktisi, dan siswa. Hasil ini menunjukkan bahwa media tersebut layak digunakan dalam proses pembelajaran untuk meningkatkan efektivitas pembelajaran operasi hitung perkalian dan pembagian bilangan cacah bagi siswa kelas II.
Media Animation Pop-Up Book Berbasis Phenomenon Based Learning Untuk Meningkatkan Multiliterasi Siswa Kelas IV Sekolah Dasar
Widiani, Komang Dewi;
Suarjana, I Made
Jurnal Media dan Teknologi Pendidikan Vol. 4 No. 4 (2024): October
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jmt.v4i4.58322
Multiliterasi merupakan paradigma baru dalam pendidikan yang diharapkan mampu memberikan kecakapan kompleks bagi siswa sesuai kebutuhan pembelajaran abad 21. Namun, sekarang ini khususnya di sekolah dasar belum maksimal diterapkannya multiliterasi, sehingga diperlukan adaptasi baru dalam pembelajaran. Hal ini dapat diwujudkan dengan pengembangan media Animation Pop-Up Book berbasis Phenomenon Based Learning. Penelitian ini bertujuan untuk menganalisis validitas, kepraktisan, dan efektivitas media berbasis Phenomenon Based Learning untuk meningkatkan multiliterasi siswa sekolah dasar. Jenis penelitian ini yaitu research and development (R & D). Subjek dalam penelitian ini yaitu 3 orang ahli, 1 orang guru, dan 29 orang siswa. Penelitian ini menggunakan desain pre eksperimen, one group pre test-post test. Metode pengumpulan data yang digunakan yaitu kuesioner/angket dan tes. Teknik analisis data yang digunakan yaitu deskriptif kuantitatif dan deskriptif kualitatif. Hasil penelitian menunjukkan terdapat perbedaan yang signifikan hasil belajar IPAS siswa sebelum dan sesudah mengikuti pembelajaran dengan menggunakan media Animation Pop-Up Book berbasis Phenomenon Based Learning. Dapat disimpulkan bahwa, inovasi media Animation Pop-Up Book berbasis Phenomenon Based Learning efektif meningkatkan multiliterasi siswa sekolah dasar. Hasil penelitian ini berimplikasi pada peningkatan multiliterasi siswa serta meningkatkan kualitas pendidikan.