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Low Grade Mathematics Practicum Digital Teaching Module to Improve Teaching Skills Wiguna, Made Ceger Artha; Gede Wira Bayu; I Nyoman Laba Jayanta
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 3 (2023): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v6i3.63563

Abstract

The absence of digital teaching modules in lower-class mathematics courses has resulted in low student teaching skills. This research aims to produce a design to analyze the validity, practicality, and effectiveness of teaching modules on PGSD students' mathematics teaching skills. This research is research into the development of the ADDIE development model. The subject studied is a practical digital teaching module for mathematics learning. Meanwhile, the objects in the development stage are content validity, design, teaching module media, lecturer responses, and student responses. The data collection method used is a rating scale sheet. The data analysis technique used is qualitative analysis, which includes statements, input, and suggestions, and quantitative analysis, which includes descriptive analysis and inferential analysis, namely prerequisite tests and hypothesis tests using the t-test or one sample t-test. The research results show that the percentage of material experts, media experts, and design experts with overall validity qualifications is very high, and the percentage of practitioners is 87.95% with excellent qualifications. The effectiveness results show an influence of the use of digital teaching modules for lower-grade mathematics learning practicum on PGSD students' Mathematics teaching skills. It was concluded that the effective use of digital teaching modules for lower-grade mathematics learning practicums could improve PGSD students' Mathematics teaching skills.
Modernizing Education: Empowering the Potential of E-Comic Media for Improved Learning Interest and Learning Outcomes Bukian, I Gusti Ayu Made Winda Pradnyasari; Gading, I Ketut; Bayu, Gede Wira
Jurnal Pedagogi dan Pembelajaran Vol. 7 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v7i1.75823

Abstract

Low student interest in learning has impact on low learning outcomes due to the lack of use of electronic learning media. This study aims to develop e-comic media that passes acceptability test and effective to increase learning interest and learning outcomes of science and social studies in fifth grade elementary school. This research develops e-comic learning media on the topic of Indonesiaku Kaya Hayatinya using the ADDIE model. The population in this study were eight schools. Sample selection using random sampling technique so as to obtain one control group and one experimental group. The subjects of this study are students from the sample schools. Research data in the form of science and social sciences learning outcomes were obtained through tests in the form of assignments and the acceptability of e-comic media and student interest in learning were obtained through questionnaires. The results of the e-comic media development acceptance test were declared feasible based on reviews by learning material experts, learning media experts, and two expert learning practitioners. The student response test obtained an average product of 4,8 with very good practicality qualifications. The results of the effectiveness test of e-comic media development to increase learning interest and learning outcomes are significant differences between groups of students who use e-comic media and groups of students who do not use e-comic media. This study has implications for e-comics that able to increase students' interest in reading with attractive graphic elements, enrich experience through the presentation of visual information, and help understanding concepts.
Model Student Facilitator and Explaining (SFE) Meningkatkan Hasil Belajar IPA Siswa Sekolah Dasar Ni Wayan Riska Dewi; Gede Wira Bayu
Jurnal Penelitian dan Pengembangan Sains dan Humaniora Vol. 8 No. 2 (2024): Juli
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppsh.v8i2.78386

Abstract

Siswa yang kurang memahami konsep IPA secara ilmiah disebabkan karena kurangnya media pembelajaran dan model pembelajaran yang kurang inovatif diterapkan oleh guru dalam pembelajaran. Hal ini berdampak pada hasil belajar siswa yang rendah. Berdasarkan hal tersebut maka tujuan penelitian ini yaitu untuk menganalisis pengaruh Model pembelajaran Student Facilitator and Explaining (SFE) terhadap hasil belajar IPA pada siswa sekolah dasar. Penelitian ini menggunakan rancangan eksperimen semu (quasi experiment). Desain penelitian yang digunakan yaitu non equivalent posttest-only control group design. Populasi pada penelitian ini berjumlah 111 siswa. Penentuan sampel menggunakan teknik simple random sampling. Sampel penelitian ini berjumlah 51 siswa yang terdiri dari 26 siswa dari kelompok eksperimen dan 25 siswa dari kelompok kontrol.  Metode yang digunakan untuk mengumpulkan data yaitu dengan menggunakan metode tes objektif menggunakan pilihan ganda. Instrumen yang digunakan untuk mengumpulkan data yaitu lembar soal tes.  Teknik yang digunakan untuk menganalisis data yaitu analisis statistik deskriptif dan statistik inferensial. Hasil penelitian yaitu terdapat pengaruh yang signifikan model pembelajaran Student Facilitator and Explaining terhadap hasil belajar IPA pada siswa kelas IV sekolah dasar. Disimpulkan bahwa model pembelajaran Student Facilitator and Explaining dapat meningkatkan hasil belajar IPA pada siswa.
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

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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

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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

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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.
Transforming Science Learning with Augmented Reality: The Impact of Assemblr Edu on Cognitive Dissonance and Thinking Skills Wiweka, I Kadek Angga Yatha; Widiana, I Wayan; Bayu, Gede Wira
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.91225

Abstract

Third-grade elementary school students often struggle to comprehend the concept of complete metamorphosis, which can trigger cognitive dissonance and hinder the development of complex thinking skills. This study aims to develop an Assemblr Edu-based augmented reality learning media within a metacognitive learning framework to reduce cognitive dissonance and enhance students' complex thinking abilities. The development process follows the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The applied metacognitive strategies encompass planning, monitoring, and evaluating. Data collection methods include questionnaires, essay tests, and interviews with homeroom teachers. Media validity was assessed by four media experts and four subject matter experts, while practicality was evaluated based on responses from 24 third-grade students. The effectiveness of the media was examined using a one-group pretest-posttest design with a sample of 24 students. The data were analyzed using both qualitative and quantitative approaches. The results indicate that Assemblr Edu demonstrates high validity, with scores of 0.94 from media experts and 0.93 from subject matter experts. The practicality assessment yielded a score of 92.88%, categorizing the media as highly effective and practical. Effectiveness testing revealed a significant impact in reducing cognitive dissonance and improving students' complex thinking skills. Thus, this media is effective as a learning aid in metacognitive instruction at the elementary school level.
Co-Authors Ada, I Putu Akhmad AR, Anggun Rimada Anggraeni, Ni Putu Sri Diah Aprilia, Komang Ayu Apriliasari, Ni Luh Apsari, Putu Linda 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 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 Disky Ari Budi Utama I Kadek Peri Wijaya I Kadek Sandika Wirayasa I Kadek Suartama I Kadek Suranata I Ketut Gading I Komang Sudarma 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 Ida Ayu Made Indah Padmitasari 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 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 Sri Diah Anggraeni Ni Putu Wina Wulandini Ni Wayan Arini Ni Wayan Arini Ni Wayan Nabela Ni Wayan Rati Ni Wayan Riska Dewi Nice Maylani Asril Noviana, Putu Wiwin Peri Wijaya, I Kadek 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 Gede Parma Putu Gede Parma Putu Hesti Mardika Astuti Putu Melinia Prasetya Putu Vina Aryadnyani Putu Wulan Libriani Renda, Ndra Tanggu Salamah salamah salamah 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 Trisna, Gusti Ayu Sukma Utama, Kadek Dwi Prawira Wayan Arini Widura, I Dewa Gede Suta Widya Puspita Dewi Wiguna, Made Ceger Artha Wiryawan, I Wayan Ade Wiryawan, I Wayan Ade Wiweka, I Kadek Angga Yatha Wiweka, I Wayan Eka Wulandini, Ni Putu Wina