Articles
Penerapan Model Picture and Picture Berbantuan Media Audio-Visual Untuk Meningkatkan Hasil Belajar Bahasa Indonesia Siswa Kelas II
Tohriah, Tohriah;
Rati, Ni Wayan
Journal of Education Action Reseach Vol 2 No 4 (2018): November 2018
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jear.v2i4.16326
The purpose of this research was to know the improvement of students’ learning outcomes of Indonesian subject in class IIB SD Undiksha Laboratory academic year 2017/2018 after applying model picture and picture assisted with audio visual media. The present research was a classroom action research held in 2 cycles. Every cycle consisted of the planning stages, the implementation, observation and evaluation and reflection. Methods used in collecting the data in this research was administering observation and test. In the first cycle, the average percentage of learning outcomes obtained was 82.67% and the average score of learning activities was 73.50 in which categorized as active, and teacher’s activity was categorized good with a score of 73.50. In second cycle data of learning result and activity of student and teacher had increased with 90,11% of average percentage of learning result and categorized very high, and students’ activity average score was 81,00 in which categorized active, teacher’s activity was categorized good with score equal to 81.00. Thus, it could be concluded that the application of picture and picture model assisted with audio-visual media could improve the students’ learning outcomes of Indonesian subject in class IIB SD Undiksha Laboratory academic year 2017/2018.
Game Edukasi “Atman” Pada Materi Nilai Tempat Bilangan Cacah Siswa Kelas IV Sekolah Dasar
Ida Ayu Mas Intariani;
Ni Wayan Rati;
I Gede Margunayasa
Journal of Education Action Reseach Vol 8 No 2 (2024): May 2024
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jear.v8i2.77258
Matematika sering dipandang sebagai mata pelajaran yang sulit, membosankan dan menakutkan bagi siswa sehingga berdampak pada hasil belajar yang rendah. Penelitian ini bertujuan untuk mengembangkan game edukasi “ATMAN” pada materi nilai tempat bilangan cacah sampai 10.000 siswa kelas IV SD. Subjek uji coba pada penelitian ini adalah 3 orang dosen ahli materi dan materi, 1 orang guru kelas IV dan siswa kelas IV SD. Objek dalam penelitian ini adalah validitas, kepraktisan penggunaan, serta tingkat efektivitas media game edukasi “ATMAN”. Penelitian ini menggunakan model ADDIE. Metode pengumpulan data dilakukan dengan dan tes. Teknik analisis data menggunakan analisis kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian pengembangan ini yaitu: rancang bangun yang sesuai, dengan tingkat validitas, kepraktisan, dan efektivitas yang tinggi. Berdasarkan hal tersebut, dapat disimpulkan bahwa media game edukasi “ATMAN” valid dan layak digunakan untuk mengatasi kesulitan pembelajaran dalam materi nilai tempat bilangan cacah, dengan diimbangi oleh nilai-nilai karakter yang dapat ditemukan ketika siswa memainkan game edukasi “ATMAN”. Penelitian ini berimplikasi pada meningkatnya hasil belajar siswa setelah menggunakan game edukasi dan menjadi referensi bagi guru untuk mengembangkan media pembelajaran yang lebih inovatif serta dapat membantu siswa dalam kegiatan pembelajaran.
Video Pembelajaran Dwi Bahasa untuk Meningkatkan Motivasi Belajar Muatan IPAS Pokok Bahasan Cahaya di Sekolah Dasar
I Ketut Suma Adi Putra;
Ni Wayan Rati;
Dewa Gede Firstia Wirabrata
Journal of Education Action Reseach Vol 8 No 1 (2024): February 2024
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jear.v8i1.77537
Studi ini dilatarbelakangi oleh rendahnya motivasi belajar peserta didik di SD. Hal ini disebabkan oleh guru yang jarang menggunakan teknologi selama proses pembelajaran. Penelitian ini memiliki tujuan, yaitu menghasilkan rancang bangun media video pembelajaran dwi bahasa. Penelitian ini termasuk penelitian pengembangan dengan model ADDIE. Metode pengumpulan data yang digunakan yaitu angket atau kuesioner. Penelitian ini menggunakan teknik analisis data deskriftif kuantitatif dan kualitatif. Subjek uji coba pada penelitian ini adalah media video pembelajaran dwi bahasa dengan topik cahaya dan sifatnya kelas V. Hasil penelitian menunjukan bahwa media video pembelajaran dwi bahasa yang telah dihasilkan memperoleh indeks validitas sebesar 0,95 dengan kualifikasi validitas isi tinggi. Materi pada media video pembelajaran dwi bahasa yang telah dihasilkan memperoleh indeks validitas sebesar 0,95 dengan kualifikasi validitas isi tinggi, tingkat pencapaian respon guru terhadap media video pembelajaran dwi bahasa 95% dengan kualifikasi sangat baik. Hasil uji-t menunjukan terdapat perbedaan yang signifikan motivasi belajar kelas V sebelum dan setelah belajar dengan menggunakan media video pembelajaran dwi bahasa. Disimpulkan bahwa, media video pembelajaran dwi bahasa efektif untuk meningkatkan motivasi belajar peserta didik kelas V SD. Implikasi penelitian ini yaitu, video pembelajaran dwi bahasa dapat membantu guru dalam proses pembelajaran.
PENGARUH MODEL PEMBELAJARAN BERBASIS PROYEK TERHADAP HASIL BELAJAR IPA
Dwiyani Putri, Gusti Ayu Made;
Rati, Ni Wayan;
Mahadewi, Luh Putu Putrini
Journal of Education Technology Vol. 3 No. 2 (2019): May
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v3i2.21705
Permasalahan ini berdasarkan pada beberapa permasalahan: 1) Pembelajaran IPA masih berpusat pada guru. 2) Kurangnya variasi model atau metode pembelajaran. 3) Hasil belajar IPA siswa di Gugus I Kecamatan Seririt sebagian besar masih dibawah KKM. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar IPA antara kelompok siswa yang dibelajarkan menggunakan model Pembelajaran Berbasis Proyek dan kelompok siswa yang tidak dibelajarkan menggunakan model Pembelajaran Berbasis Proyek pada siswa kelas V di Gugus I Kecamatan Seririt tahun pelajaran 2017/2018. Jenis penelitian ini adalah penelitian eksperimen semu, dengan desain Post Test Only Control Group Design. Populasi penelitian ini adalah seluruh siswa kelas V di Gugus I Kecamatan Seririt tahun pelajaran 2017/2018 yang berjumlah 128 orang. Sampel penelitian ini yaitu siswa kelas V SD N 1 Kalianget sebagai kelompok eksperimen dan siswa kelas V SD N 2 Joanyar sebagai kelompok kontrol. Pengumpulan data dilakukan dengan metode tes. Instrument tes hasil belajar IPA yang digunakan dalam bentuk tes obyektif. Data yang diperoleh dianalisis menggunakan analisis statistik deskriptif dan statistik inferensial. Berdasarkan hasil perhitungan uji-t diperoleh thit = 4,51 dan ttab (pada taraf signifikansi 5%) = 2,002. Sehingga didapatkan thit > ttab yang berarti bahwa terdapat perbedaan yang signifikan hasil belajar IPA antara antara kelompok siswa yang dibelajarkan menggunakan model Pembelajaran Berbasis Proyek dan kelompok siswa yang tidak dibelajarkan menggunakan model Pembelajaran Berbasis Proyek. Rata- rata hasil belajar IPA siswa kelompok eksperimen 21,9 dan kelompok kontrol 15,45, jadi dapat disimpulkan model Pembelajaran Berbasis Proyek berpengaruh positif terhadap hasil belajar IPA siswa kelas V.
Make A Match Learning Model Assisted with Picture Media Improve Students’ Reading Skills
Yuliawati, Ni Putu Feny;
Rati, Ni Wayan;
Suranata, Kadek
Journal of Education Technology Vol. 4 No. 3 (2020): August
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v4i3.26956
The results reading skills of students in grade II is relatively low. That is due to the high activity of students who tend to like to play and have not applied the relevant learning method. Therefore, this study aims to analyze the effect and differences in students' reading skills resulting from the application of the Make a Match type of cooperative learning model assisted by picture media. The type of this study is pre-experimental research with a Static Group Comparison design. The study population was 98 students while the sample of this study was 39 students taken by the selection of all the population in each class as an intact group randomly. The data of the students reading skills were obtained using the non-test method (observation). Data were analyzed using descriptive statistics, inferential statistics (t-test), and Cohen's test. Based on the results of hypothesis testing obtained from the results of research on students 'reading difficulties (t-count = 14.60> t-table = 1.69 at a significance level of 5%), and there is a Make A Match type cooperative learning model that is assisted by image media to test students' reading skills (d = 4.91> 0.8), thus it can be concluded that the cooperative learning model of the type of Make A Match aided by media images has a positive effect on students' reading skills.
E-learning Assissted by Finger Printing on Students’ Critical Thinking and Creativity
Rati, Ni Wayan;
Rediani, Ni Nyoman
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v4i4.30214
The impact of covid-19 requires all types of learning activities to be carried out online. The long online learning process results in boredom among students so that the online learning process is not optimal. The research objective was to analyze the effect of e-learning assisted by finger painting on critical thinking skills and student creativity. This type of research is quasi-experimental research, the design of this study used a posttest only control group design. The study population was 180 students in semester III who received basic science concepts courses. The data collection methods used were test and non-test. This study uses two analytical techniques, descriptive analysis, and inferential analysis. Inferential analysis is used to test the research hypothesis. Before analyzing inferential data, the data is tested for normality and homogeneity. In this study, the inferential analysis was assisted by using SPSS 17.00. The results of this research can be said that with the effect of e-learning assisted by finger painting on the critical thinking and creativity abilities of PGSD students, this can be seen from the Manova test results that the resulting significant score is less than 0.05, 0.00. So it can be said that e-learning assisted by finger painting impacts critical thinking and creativity, critical thinking, and PGSD students' creativity.
Development of E-Comic Learning Media on the Topic of the Human Digestive System
Udayani, Ni Komang Restu Tri Krisnanti;
Wibawa, I Made Citra;
Rati, Ni Wayan
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v5i3.34732
Learning during a pandemic make teachers have to change learning that is usually carried out face-to-face into online learning that is still fun for students. Learning media during online learning will help teachers deliver learning material more creatively to become more enjoyable, and students easily understand the learning material. This study aims to develop e-comic learning media on the topic of the human digestive system. This research is a type of development research using the ADDIE model. However, this study's implementation and evaluation stages cannot be carried out due to the COVID-19 pandemic, limited time, resources, and costs. Thus, in this study, only the analysis, design, and development stages were carried out. The subjects in this study were two media experts, two material experts, and two practitioners. The data collected in this study used a questionnaire method by analyzing the e-comic learning media. The data from the validation results from the experts were then analyzed using the mean formula to find out the average validity score of e-comic learning media on the topic of the human digestive system. The analysis results show that the average validation score of e-comic learning media on the topic of the human digestive system is 4.65 with very good qualifications, and material validation is 4.57 with very good qualifications. So, e-comic learning media on the topic of the human digestive system are declared valid and have very good qualifications.
HOTS-Based Science Learning Outcomes Assessment Instrument for Measuring Elementary School Learning Outcomes
Arthadewi, Rara Indah;
Bayu, I Gede Wira;
Rati, Ni Wayan
Mimbar Ilmu Vol. 29 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/mi.v29i1.36521
Teachers should develop effective assessment instruments to measure student learning outcomes well. Assessment instruments must also improve students' thinking abilities (HOTS). However, teachers need help compiling assessment instruments based on Revised Bloom's KKO Taxonomy, and the assessment instruments prepared are still LOTS-oriented. So far, research has yet to discuss the preparation of HOTS-based science learning outcomes assessment instruments. Therefore, this research aims to develop a HOTS-oriented assessment instrument for science content. This research is development research with a 4-D model. The subjects of this research were 69 students and involved two expert lecturers/science experts. Data collection in this study used the multiple-choice test method. The data analysis techniques in this research are validity, reliability, distinguishability, level of difficulty, and quality of distractors. The results of the research show that the assessment instrument developed is declared valid, has high reliability (reliable), and the level of difficulty is in the very good category; in terms of different power, it is stated that the instrument has good different power, and the quality of the distractor functions well. The test results show that the HOTS-oriented science learning outcomes assessment instrument is suitable for measuring student learning outcomes. This research implies that continuously using the HOTS standard assessment instrument will improve students' thinking.
Promotional Comic Video on Human Circulatory System Material for Elementary Schools
I Ketut Rai Suastika;
Ni Wayan Rati;
Basilius Redan Werang
Mimbar Ilmu Vol. 29 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/mi.v29i1.63518
Students still need to be fully interested in the learning process. One of the contributing factors is the need for more use of media as a means of the learning process. This research aims to analyze the design and produce valid and practical media. This research is included in the type of development using the ADDIE model. The research subjects were one material expert, one learning media expert, one practitioner/teacher, three students for individual trials, and 9 for small group trials. The data collection method uses a questionnaire. Meanwhile, data analysis techniques use qualitative and quantitative descriptive analysis. The research results show the validity of the media, with the material expert's assessment getting an average score of 4.8, indicating very valid quality, and the learning media expert's assessment getting an average score of 4.82, indicating very valid quality. The practicality analysis carried out by practitioners/teachers obtained an average score of 4.72, which is included in the very valid category. The analysis of individual trials obtained an average score of 4.74, namely the very valid category, and the assessment results of small group trials obtained an average score of 4.72, the very valid category. This means that the developed media is proven valid and practical for learning. This research implies that the novelty of science material in promotional comic video media can hone teachers' abilities in utilizing technological advances to advance education and increase students' interest in learning.
MODEL PEMBELAJARAN BERBASIS PROYEK, KREATIVITAS DAN HASIL BELAJAR MAHASISWA
Rati, Ni Wayan;
Kusmaryatni, Nyoman;
Rediani, Nyoman
Jurnal Pendidikan Indonesia Vol 6 No 1 (2017)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat
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DOI: 10.23887/jpi-undiksha.v6i1.9059
This study aims to examine the influence of project-based learning model for the creativity and the results of student learning partially and simultaneously, (2) to test the effect of project-based learning model to student results. This quasi-experimental research design was post-test only control group design. The study population was PGSD Undiksha VI semester student academic year 2015 as many as 175 people consisting of 5 classes. A sample of 2 (two) classes, each consisting of 63 people was obtained by random sampling group. The independent variable was the learning model that consists of two dimensions, namely project-based learning and conventional learning, while the dependent variable is the creativity and learning outcomes. Data were collected by questionnaire and tests. Data were analyzed by statistical infrensial. The hypothesis was tested by MANOVA using SPSS 16.0 for Windows. Conclusion The results of the study are: (1) There is a positive influence on project-based learning model for the creativity of the student; (2) There is a positive influence on project-based learning model for learning outcomes Elementary Science Education students; and (3) There is a positive influence on project-based learning model for learning outcomes IPA Education Elementary students simultaneously.