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Task-Based E-Learning on Students’ Cognitive Assonance and Reading Engagement in English Learning Process at Elementary Schools Sudatha, I Gde Wawan; Jayanti, Luh Sri Surya Wisma; Bayu, Gede Wira; Widiana, I Wayan; Halili, Siti Hajar Binti
International Journal of Language Education Vol. 8, No. 2, 2024
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijole.v8i2.64115

Abstract

AbstractElementary school students still need help learning English, resulting in low learning outcomes. The lack of learning facilities and the application of inappropriate learning models impact students' low motivation to learn English. Regarding this matter, this study aims to examine the effectiveness of task-based e-learning on students' cognitive dissonance and reading engagement in learning English at elementary schools. The study was designed in a Quasi-Experimental Design with a posttest-only control group design. The population of the study was 158 4th-grade elementary school students. A random sampling technique was used in this study with a sample size of 55 4th-grade elementary school students. A survey was used to collect the data. The instrument used to collect research data was a questionnaire sheet. Two-way ANOVA was used to test the hypothesis. The results of the study show a significant effect simultaneously and partially with a Sig. value < 0.05, task-based e-learning has an impact on students' cognitive dissonance and reading engagement in learning English at elementary schools. The study implies that applying task-based e-learning can make it easier for students to learn English, which impacts their cognitive dissonance and reading engagement. 
Pengaruh Model Problem Based Learning Berbantuan Media Tangram terhadap Kemampuan Berpikir Kreatif dan Pemecahan Masalah Matematika Siswa Kelas IV Sekolah Dasar Apsari, Putu Linda; Sudarma, I Komang; Bayu, Gede Wira
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i4.7350

Abstract

PPenelitian ini bertujuan untuk mengetahui pengaruh Model Problem Based Learning berbantuan media tangram terhadap kemampuan berpikir kreatif dan pemecahan masalah matematika siswa di kelas IV SD di Gugus V, Kecamatan Buleleng Tahun Pelajaran 2023/2024. Jenis penelitian ini adalah eksperimen semu, dengan desain Posttest-Only Control Group Desain. Populasi dalam penelitian ini adalah seluruh kelas IV SD di Gugus V, Kecamatan Buleleng. Sampel penelitian ini adalah kelas IV SDN 4 Kaliuntu sebagai kelompok eksperimen dan kelas IV SDN 1 Kaliuntu sebagai kelompok kontrol yang diperoleh dengan teknik random sampling. Metode analisis yang digunakan dalam penelitian ini meliputi analisis statistik deskriptif dan analisis inferensial yang menggunakan Multivariate Analysis of Variance (MANOVA). Hasil penelitian menunjukan bahwa rata-rata skor kemampuan berpikir kreatif pada kelompok eksperimen (85,29) lebih besar dari kelompok kontrol (71,77) dan rata-rata skor kemampuan pemecahan masalah matematika pada kelompok eksperimen (83,17) lebih besar dari kelompok kontrol (69,44). Secara simultan kemampuan berpikir kreatif dan pemecahan masalah matematika antara siswa yang mengikuti model pembelajaran Problem Based Learning berbantuan media tangram secara signifikan lebih baik daripada kelompok yang mengikuti model pembelajaran Direct Learning.
Metode Studi Kasus Berbasis Animasi Pembelajaran terhadap Kompetensi Pengetahuan Matematika Muatan Segi Empat Kelas IV Sekolah Dasar Utama, Kadek Dwi Prawira; Suartama, I Kadek; Bayu, Gede Wira
Indonesian Journal of Instruction Vol. 5 No. 3 (2024): September 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v5i3.85738

Abstract

Permasalahan yang terjadi pada pembelajaran matematika di sekolah dasar yakni kurangnya penggunaan media elektronik. Penelitian ini bertujuan untuk menganalisis pengaruh metode studi kasus berbasis animasi pembelajaran untuk meningkatkan kompetensi pengetahuan matematika materi segi empat di antara kelas IV SD. Penelitian ini menggunakan penelitian eksperimen semu (quasi experiment) dengan menggunakan desain Pretest-Postest Control Group. Kelas IV dipilih sebagai kelompok eksperimen dan kelompok kontrol secara yang di peroleh dengan teknik random class sampling dengan undian. Pengumpulan data menggunakan tes objektif pilihan ganda sebayak 20 soal yang sudah divalidasi. Analisis data dilakukan menggunakan uji-t (Independent Sampling). Hasil analisis menunjukkan bahwa terdapat perbedaan yang signifikan dalam kompetensi pengetahuan Matematika antara kedua kelompok, dengan thitung sebesar 4,420 melebihi ttabel sebesar 2,00 (thitung > ttabel). Oleh karena itu, hipotesis H0 ditolak dan hipotesis Ha diterima, menunjukkan adanya perbedaan kompetensi pengetahuan Matematika kelas IV Sekolah Dasar. Penelitian ini memberikan kontribusi sebagai referensi tambahan bagi penelitian serupa di masa mendatang.
BATUMBUH: Game Edukasi Interaktif Berbasis Pendekatan Kontekstual pada Materi Bagian Tubuh Tumbuhan Puspita, Dewi; Antara, Putu Aditya; Bayu, Gede Wira
Jurnal Media dan Teknologi Pendidikan Vol. 4 No. 3 (2024): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v4i3.77315

Abstract

Penelitian pengembangan ini dilakukan karena kurangnya penggunaan media pembelajaran yang inovatif, sehingga siswa kurang tertarik dan tidak aktif selama proses belajar mengajar. Tujuan penelitian ini yaitu menciptakan produk berupa game edukasi interaktif “BATUMBUH” berbasis pendekatan kontekstual pada materi bagian tubuh tumbuhan IPAS kelas IV. Jenis penelitian pengembangan yang digunakan adalah model ADDIE. Subjek penelitian ini yaitu 4 ahli, 19 siswa, dan 2 guru. Pengumpulan data pada penelitian ini dilakukan dengan metode angket, wawancara, dan observasi. Data dianalisis menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil penelitian ini adalah kualifikasi game edukasi interaktif “BATUMBUH” berdasarkan uji coba produk dinyatakan sangat baik dari hasil review oleh ahli isi pembelajaran dengan presentase 95%, review ahli desain pembelajaran dengan presentase 91,45%, review ahli media pembelajaran dengan presentase 86,71%, hasil uji coba lapangan dengan presentase 93,5%, dan hasil respon guru dengan presentase 93,3%. Dapat disimpulkan bahwa, inovasi game edukasi interaktif kontekstual pada materi bagian tubuh tumbuhan yang dikembangkan layak untuk diterapkan dalam proses pembelajaran. Implikasi penelitian ini ialah berdampak pada minat dan ketertarikan siswa saat menggunakan game edukasi.
Transforming Language Learning and Reading Engagement with Metacognitive-Based Trilingual Smartcards Sari, Ni Ketut Novita; Bayu, Gede Wira
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.90654

Abstract

This study started from the problem of low language skills and reading engagement of elementary school students. This study aims to test the effectiveness of developing e-booklet-based trilingual smartcards media in metacognitive learning to improve students' language skills and reading engagement. This study uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model as a systematic approach. Data were collected through interviews with teachers and questionnaires to students, while the validity, practicality, and effectiveness of the media were analyzed through statistical tests. The results showed that e-booklet-based trilingual smartcards media has a high level of validity based on expert evaluations of material, media, and instructional design. In addition, student responses showed that this media is very practical to use in learning. Effectiveness testing with statistical analysis showed a significant increase in students' language skills and reading engagement with a significance value of p <0.001 (criterion Sig. <0.05). These results indicate that the developed media can be an innovative alternative in improving the quality of language learning. The implications of this study indicate that the integration of e-booklet-based trilingual smartcards in metacognitive learning can optimize students' literacy strategies and increase their engagement in reading activities.
Augmented Reality-Based Comic Media: A Metacognitive Approach to Enhance Cultural Literacy and Reading Engagement in Elementary Education Pratiwi, Ni Komang Desi; Bayu, Gede Wira
International Journal of Elementary Education Vol 8 No 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v8i3.89796

Abstract

Declining reading engagement and low cultural literacy are key issues in 4th grade of elementary school. This study aims to develop an Augmented Reality (AR)-based comic learning media that highlights the cultural diversity of Bali, focusing on metacognitive learning to enhance students' cultural literacy and reading engagement. The study also analyzes the media's content validity, students' responses to the media, and the media's effectiveness in improving cultural literacy and reading engagement. This research employs the ADDIE model, with the AR-based comic media as the subject, and the research object covering the validity, practicality, and effectiveness of the media. Data was collected via student questionnaires and teacher interviews, with validity tested using the CVR formula and analysis conducted via a correlated t-test in SPSS. The results indicate that the AR-based comic learning media has a high level of validity, covering content validity, media validity, and instructional design. Students found the media practical and highly effective in boosting cultural literacy and reading engagement. Statistical test results show significance values (sig.) for cultural literacy and reading engagement of <0.001, with Fcalculated > Ftable, indicating that the null hypothesis (H0) is rejected and the alternative hypothesis (H1) is accepted. It can be concluded that, AR-based comic media innovation can support the learning process and help teachers in delivering learning materials more interestingly and effectively, and can increase cultural literacy and student reading engagement. This study has implications for increasing the availability of more diverse and technology-based learning media.
Media Slide “BUSAN 3D” Berbasis Augmented Reality untuk Meningkatkan Pemahaman Siswa terhadap Kebudayaan Nusantara Ni Kadek Tania Amanda Marjaya; Gede Wira Bayu
Journal of Education Action Reseach Vol 8 No 2 (2024): May 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v8i2.77314

Abstract

Rendahnya pemahaman kebudayaan nusantara siswa SD dan minimnya penggunaan media pembelajaran yang inovatif dalam proses belajar. Tujuan penelitian pengembangan ini adalah menciptakan media slide “BUSAN 3D” berbasis augmented reality (AR) untuk meningkatkan pemahaman siswa terhadap kebudayaan nusantara bagi siswa kelas IV sekolah dasar.  Jenis penelitian ini adalah penelitian dan pengembangan menggunakan model ADDIE. Pengumpulan data menggunakan metode observasi, wawancara, angket, dan tes. Penelitian ini menggunakan teknik analisis deskriptif kualitatif, deskriptif kuantitatif, dan statistik inferensial. Subjek uji coba penelitian ini adalah media slide “BUSAN 3D” berbasis AR pada materi kebudayaan nusantara kelas IV. Hasil penelitian menunjukkan validasi ahli materi diperoleh 97,27%, ahli media diperoleh 93,99% dengan kualifikasi sangat baik. Hasil tingkat kepraktisan media dari penilaian guru mendapatkan 100%, dari siswa mendapatkan 93,30%, maka tingkat kepraktisan media dikualifikasikan sangat praktis. Hasil uji-t menunjukkan terdapat perbedaan pemahaman terhadap kebudayaan nusantara yang signifikan siswa kelas IV SD setelah belajar menggunakan media slide “BUSAN 3D” berbasis AR. Disimpulkan bahwa media slide “BUSAN 3D” berbasis AR efektif untuk meningkatkan pemahaman siswa terhadap kebudayaan nusantara bagi siswa kelas IV SD. Implikasi penelitian ini yaitu media slide “BUSAN 3D” berbasis AR dapat membantu guru dalam proses pembelajaran.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v29i1.36521

Abstract

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.
PEMBELAJARAN BERBASIS OTAK (BRAIN BASED LEARNING), GAYA KOGNITIF KEMAMPUAN BERPIKIR KREATIF DAN HASIL BELAJAR MAHASISWA Widiana, I Wayan; Bayu, Gede Wira; Jayanta, I Nyoman Laba
Jurnal Pendidikan Indonesia Vol 6 No 1 (2017)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (610.512 KB) | DOI: 10.23887/jpi-undiksha.v6i1.8562

Abstract

This research purpose is to examine the effect of brain-based learning model on the ability to think creatively and student’s learning outcome. This type of research is experimental research design with non-equivalent control group design. Population of this research is the students of Semester V PGSD Ganesha University of Education which is consist of 8 classes. The samples were taken by random sampling technique as much as 2 classes. Data ability to think creatively and learning outcomes was collected by using test. Data collected were analyzed using ANOVA two lanes. Based on the results of data analysis, it’s found that the results of the study as follow. First, there are significant differences between the groups understanding of the concept of brain-based learning model and learning model Conventional group (F = 5.13; p <0.05). Second, there are significant differences between the groups understanding of the concept of cognitive style field independent and field dependent cognitive style groups (F = 23.43; p <0.05). Thirdly, in achieving an understanding of concepts, models of learning and cognitive style interacts significantly (F = 6.11; p <0.05). Fourth, there are significant differences between the groups ability to think creatively brain-based learning model and conventional learning model group (F = 12.75; p <0.05). Fifth, there are significant differences between the groups ability to think creatively cognitive style field independent and field dependent cognitive style groups (F = 44.94; p <0.05). Sixth, in the achievement of creative thinking ability, learning and cognitive style models do not interact significantly (F = 0.06; p> 0.05)
Pengembangan Bahan Ajar Ramah Kolok Berwawasan Kebudayaan Terhadap Hasil Belajar IPS dan Sikap Cinta Budaya Bali Widiana, I. Wayan; Renda, Ndara Tanggu; Dewi Utami, Ni Luh Made Sintya; Bayu, Gede Wira
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 3 No. 3 (2019): Oktober
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v3i3.22558

Abstract

Penelitian ini bertujuan untuk menghasilkan produk bahan ajar ramah kolok (bisu tuli) berwawasan budaya Bali. Penelitian ini merupakan penelitian pengembangan menggunakan model ADDIE. Subjek penelitian ini adalah bahan ajar ramah kolok (bisu tuli) berwawasan kebudayaan Bali kelas IV. Instrumen yang digunakan untuk mengukur kualitas bahan ajar adalah lembar penilaian bahan ajar dari ahli untuk aspek validitas, serta angket respon guru dan angket respon siswa untuk menilai bahan ajar yang diterapkan. Hasil dari penelitian ini adalah 1) menghasilkan bahan ajar berupa 1 materi IPS, 3 RPP, dan 3 LKS yang telah dikembangkan dengan berwawasan budaya Bali, materi yang dikembangkan yaitu materi “kegiatan ekonomi”, 2) produk ini sudah divalidasi oleh ahli IPS, ahli desain pembelajaran, ahli budaya Bali, ahli evaluasi dan pendidikan, diperoleh hasil dengan nilai CVR dan CVI yaitu 1,00 yang dapat dikategorikan “valid” dan layak untuk diujicoba, 3) produk ini telah diuji cobakan secara terbatas di kelas IV dan hasil produk ini yaitu dapat meningkatkan hasil belajar dan sikap cinta budaya Bali siswa dengan nilai rata-rata hasil belajar dari pertemuan 1 sampai pertemuan 3 yaitu 83,51, 90,25, 93,57, serta peningkatan rata-rata sikap cinta budaya Bali siswa dari pertemuan 1 sampai pertemuan 3 yaitu 81,14, 85,04, dan 92,67. Keyword : bahan ajar, budaya Bali, hasil belajar
Co-Authors Ada, I Putu Akhmad AR, Anggun Rimada Anggraeni, Ni Putu Sri Diah Aprilia, Komang Ayu Apriliasari, Ni Luh Apsari, Putu Linda Ardana, I Wayan Ariasih, Gusti Ayu Novi Ariasih, Gusti Ayu Novi Artati, Ni Luh Kade Rosika Arthadewi, Rara Indah Aspini, Ni Nyoman Arca Astafiria, Nanda Sekar Astrayani, Ni Kadek Liana Astuti, Putu Hesti Mardika B.HS, Heni Adawiyah Barbara, Ni Kadek Rika Basilius Redan Werang Berliana Febriyanti Budi Utama, I Kadek Disky Ari Bukian, I Gusti Ayu Made Winda Pradnyasari Darma, Ketut Ari Sukra Desak Komang Ira Pratiwi Desak Komang Ira Pratiwi Desak Putu Parmiti Devi, Kadek Sri Trisna Devi, Putu Sintya Dewa Gede Agung Raditya Biantara Dewantara, Kadek Andre Karisma Dewi Puspita Dewi Trisnawati, Ria Dewi Utami, Ni Luh Made Sintya Dewi, Dewa Ayu Padma Dewi, Ni Putu Utami Dewi, Widya Puspita Diantari, Ni Komang Indah Drs. I Nyoman Murda,M.Pd. . Drs. Ndara Tanggu Renda . Dwi Wiranata Fatwini Gede Parma, Putu Halili, Siti Hajar Binti Handayani, Ni Luh Putu Ayu Evi Heni Adawiyah B.HS I Dewa Ayu Made Parimita Dewi I Dewa Gede Suta Widura I Gede Astawan I Gede Margunayasa I Gede Nurjaya I Gede Reka Widiyantara I Gede Suriantara I Gusti Ayu Agung Manik Wulandari I Gusti Ayu Tri Agustiana I Kadek Angga Yatha Wiweka I Kadek Disky Ari Budi Utama I Kadek Peri Wijaya I Kadek Sandika Wirayasa I Kadek Suartama I Kadek Suranata I Ketut Gading I Komang Ari Kencana I Komang Sudarma I Made Citra Wibawa I Made Suarjana I Made Tegeh I Nengah Martha I Nyoman Jampel I Nyoman Laba Jayanta I Putu Angga Suryadi I Putu Mas Dewantara I Putu Oka Sastrawan I Wayan Ardana I Wayan Eka Wiweka I Wayan Widiana I Wayan Widiana Ida Ayu Made Indah Padmitasari Ida Ayu Made Indah Padmitasari Ida Bagus Putu Arnyana Intan Cahyani Trinita Ira Pratiwi, Desak Komang Jayanti, Luh Sri Surya Wisma Juniarti, Ni Nyoman Esti Kadek Panji Yustisio Kadek Sri Trisna Devi Kadek Yudiana Kertiari, Luh Putu Ketut Ari Yuliani Ketut Arini Komang Ayu Lestari Kusumayanti, Ni Putu Martika Luh Putu Kertiari Luh Sri Kasih Luh Sri Surya Wisma Jayanti M.Pd Drs. I Ketut Dibia,S.Pd . M.Pd S.T. S.Pd. I Gde Wawan Sudatha . Made Setio Artayana Made Sri Indriani Made Sumantri Maria Goreti Rini Kristiantari Maylani Asril, Nice Mediawadi, Kadek Devi Nanda Sekar Astafiria Natalia, Ni Kadek Dwipiyani Ndiung, Sabina Ndra Tanggu Renda Ni Kadek Nilawati Ni Kadek Tania Amanda Marjaya Ni Ketut Desia Tristiantari NI KETUT NOVITA SARI Ni Koamang Selayani Ni Komang Sri Bintang Utami Ni Luh Putu Ayu Evi Handayani Ni Made Diah Ariusnita Ni Made Viona Adelia Cahyani Ni Nyoman Arca Aspini Ni Nyoman Arca Aspini Ni Nyoman Arca Aspini Ni Nyoman Kusmariyatni Ni Putu Lista Pebriani Ni Putu Sri Diah Anggraeni Ni Putu Wina Wulandini Ni Wayan Arini Ni Wayan Arini Ni Wayan Eka Widiastini Ni Wayan Nabela Ni Wayan Rati Ni Wayan Riska Dewi Nice Maylani Asril Noviana, Putu Wiwin Peri Wijaya, I Kadek Pradnyani, Desak Made Evon Prasanti, Ni Putu Pratiwi, Ni Komang Desi Pratiwi, Ni Komang Tryani Darma Purnami, I Gusti Ayu Lokita Putra, I Wayan Arta Diana Putri, Komang Putri Cahyani Putu Aditya Antara Putu Dian Eka Wariningsih Putu Gede Parma Putu Gede Parma Putu Hesti Mardika Astuti Putu Melinia Prasetya Putu Vina Aryadnyani Putu Wulan Libriani Renda, Ndra Tanggu Salamah salamah salamah Sari, Mekel Putu Ayu Sekar Sariawan, Made Kembar Nesa Selvi Puspa Rahayu Septiari, Ni Kadek Setiawidiantari, Ketut Dian Sintya Dewi, Sang Ayu Made Sintya Dewi, Sang Ayu Made Sriantini, Ni Putu Ayu Suciani, Ni Komang Sudarma , I Komang Sugiartha, I Made Tantri, Ade Asih Susiari Teristonia, Ni Luh Pegy Tresnaswati, Ni Nengah Dwita Trisna, Gusti Ayu Sukma Utama, Kadek Dwi Prawira Wayan Arini Widiastuti, Ni Putu Kusuma Widura, I Dewa Gede Suta Widya Puspita Dewi Wiguna, Made Ceger Artha Wiryawan, I Wayan Ade Wiryawan, I Wayan Ade Wiweka, I Wayan Eka Wulandini, Ni Putu Wina