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Desain Pembelajaran Inovatif Algoritma dan Pemrograman Berbasis Project Based Learning Subawa, I Gede Bendesa; Wahyuni, Dessy Seri; Pradnyana, I Ketut Andika
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 14 No. 2 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v14i2.104009

Abstract

Penelitian ini bertujuan untuk mengembangkan desain pembelajaran inovatif pada mata kuliah Algoritma dan Pemrograman dengan menerapkan model Project Based Learning (PjBL) yang terintegrasi dalam platform e-learning. Latar belakang penelitian ini adalah kelemahan pendekatan tradisional yang terlalu berfokus pada teori sehingga menyebabkan mahasiswa kesulitan dalam memahami konsep secara mendalam dan mengaitkannya dengan praktik nyata. Tahapan penelitian meliputi analisis kebutuhan, perancangan pembelajaran, serta pengembangan media pada e-learning. Pada tahap analisis, diidentifikasi permasalahan utama yaitu kurangnya praktik langsung dan interaktivitas pembelajaran. Tahap perancangan menghasilkan pemetaan tujuan, capaian, indikator, dan aktivitas berbasis proyek. Selanjutnya, tahap pengembangan dilakukan pada platform e-learning Undiksha dengan memanfaatkan fitur interaktif untuk meningkatkan keterlibatan mahasiswa. Produk yang dihasilkan diuji validitasnya oleh dua ahli desain dan media. Hasil uji menunjukkan tingkat validitas tinggi (0,67), kemudian setelah revisi meningkat menjadi sangat tinggi (1,00). Temuan ini mengindikasikan bahwa desain pembelajaran yang dikembangkan layak digunakan dan berpotensi meningkatkan kualitas pembelajaran algoritma dan pemrograman. Penelitian ini juga memberikan implikasi bahwa integrasi PjBL dan e-learning dapat menjadi model alternatif dalam pembelajaran berbasis proyek di pendidikan tinggi.
Pengembangan Konten E-Learning Berstrategi Project Based Learning Berbantuan Schoology Pada Mata Pelajaran Desain Grafis Percetakan Di SMK Negeri 1 Sawan Nyoman Melati Pramesti; P. Wayan Arta Suyasa; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 12 No. 1 (2023)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v12i1.58295

Abstract

Abstrak—Pengembangan konten e-learning pada mata pelajaran Desain Grafis Percetakan dikembangkan karena, (1) terbatasnya sumber belajar yang digunakan guru pada mata pelajaran Desain Grafis Percetakandan (2) sulitnya mengarahkan siswa agarterfokus pada mata pelajaran Desain Grafis Percetakan yang dibawakan oleh guru pengajar.Penelitian ini bertujuan untuk: (1) mengimplementasikan pengembangan konten e-learning berstrategi project based learning berbantuan schoology pada mata pelajaran desain grafis percetakan, dan (2) mengetahui respon dari guru dan peserta didik setelah dikembangkannya konten e-learning berbantuan schoology. Penelitian ini menggunakan model ADDIE. Subjek pada penelitian pengembangan konten e-learning ini adalah siswa SMK Negeri 1 Sawan sebanyak 30 siswa dengan objek yang digunakan adalah media pembelajaran e-learning berbantuan schoology. Teknik pengumpulan data yang digunakan, yaitu: wawancara, observasi dan angket. Penelitian ini sudah melalui uji ahli isi dan uji ahli media dengan hasil rata-rata 100% dengan kriteria “sangat tinggi”. Setelah melalui uji ahli, penelitian ini dilanjutkan dengan melakukan uji coba perorangan dengan hasil rata-rata 92%, uji coba kelompok kecil 93,2%, dan uji coba lapangan 93,5% yang masing-masing uji coba tersebut masuk dalam kategori “sangat baik”. Selanjutnya dilakukan uji respon peserta didik dengan rata-rata mendapat 66,53%, dan uji respon guru dengan rata-rata 48, yang masuk dalam kategori “sangat positif” . hal ini menunjukkan bahwa konten e-learning yang dikembangkan dapat digunakan oleh siswa dalam pembelajaran.
Pengembangan Konten Pembelajaran Interaktif pada Materi Keselamatan Kerja Mata Pelajaran Sanitasi, Hygiene, dan Keselamatan Kerja di Kelas X SMK Negeri 2 Singaraja Putu Budi Dana; Dessy Seri Wahyuni; I Nengah Eka Mertayasa
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 12 No. 1 (2023)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v12i1.59030

Abstract

Penelitian ini bertujuan untuk menghasilkan dan mengetahui respon guru serta peserta didik Terhadap Pengembangan Konten Pembelajaran Interaktif dengan menggunakan Articulate storyline 3 Pada Kelas X Perhotelan 1 Di SMK Negeri 2 Singaraja. Metode yang digunakan dalam penelitian ini adalah reseacrh and development (R&D) dengan menggunakan model pengembangan Multimedia Development Life Cycle (MDLC). Penelitian ini dilakukan di jurusan Perhotelan untuk kelas X Perhotelan 1 pada 27 peserta didik dan guru pengampu mata pelajaran Sanitasi, Hygiene, Dan Keselamatan Kerja. Pengumpulan data dalam penelitian ini diperoleh dengan menggunakan lembar validasi ahli, angket uji coba perorangan, angket uji coba kelompok kecil, angket uji coba lapangan dan uji efektivitas. Hasil dari perhitungan uji ahli isi dan media pembelajaran mendapatkan hasil rata-rata perhitungan sebesar 1,00 bila dikonversikan ke tabel kriteria rata-rata uji ahli pada tabel membuktikan tingkat validitas “Sangat Tinggi”. Pada respon uji perorangan memperoleh persentase sebesar 83%, pada respon uji kelompok kecil memperoleh persentase sebesar 81%,dan pada respon uji lapangan memperoleh persentase sebesar 82%. Dan pada uji efektivitas dengan memberikan pretest dan posttest memperoleh hasil perhitungan N-Gain sebesar 0,80 yaitu masuk kedalam interprestasi tinggi. Sehingga dapat disimpulkan bahwa pengembangan konten pembelajaran interaktif ini menunjukkan kualitas produk yaitu valid, praktis dan efektif.
Developing a Sustainable Technical Work with Environmental Augmented Reality on Innovative Modul Training Wahyuni, Dessy Seri; Ariadi, Gede; Agustini, Ketut; Mertayasa, I Nengah Eka
Economic Education Analysis Journal Vol 1 No 1 (2023): Economic Education Analysis Journal [Special Issue]
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/eeaj.v1i1.77142

Abstract

The present research aimed to reveal whether an augmented reality (AR) direction method would result in more rapid job accomplishment times, reduce mental workload, and have limited faults for simple duties in operational programming. This paper proposes a marker-based mobile AR application called SIPEMA-AR to improve the sustainable, innovative training module to provide interactive content in the form of work instructions for the water meter reading process in the context of a regional water company of workers’ training. Previous research on technical work which directly compared AR directions to conventional direction methods (e.g., paper) appeared which AR directions can increase technical work. However, this needed to be more accurate for modest duties in an operational setting. Applicants fulfilled modest technical tasks on the SIPEMA-AR application utilizing AR and paper command methods. The research results indicate that AR instruction has a significant influence on the time needed to do the task could be categorized as fast and the mental of workload could be categorized as low. Using AR instructions before paper instructions provides training that sustainably builds on paper instructions. The SIPEMA-AR application can be used as a support for modest tasks that focus on operational work. The SIPEMA-AR application can avoid problems that occur in operational work. This is because the time, effort, and funds needed in operational work can be minimized and provide maximum results.
Developing competency-based assessment at Vocational High School (VHS) in Bali Wahyuni, Dessy Seri
Jurnal Pendidikan Vokasi Vol. 11 No. 1 (2021): February
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v11i1.37383

Abstract

This paper aims to resolve the difficulties of implementing competency-based assessment (CBA) in vocational high school while practicing in the workplace. This research was performed employing a qualitative exploratory descriptive (QED) method. The respondents are 109 participants from vocational teachers, industry experts, VHS students, and technical certification organizations. The implementation of CBA generates the competency standards of graduates in schools that meet the industry's competency needs. CBA is carried out by creating competency levels, college and workplace learning as students practice doing industrial work. This study's findings suggest aspects of CBA that provide a fair degree of application of the student's business work activities and present an approach to explaining training that is not limited to learning contexts.
Design-Based Learning in Undergraduate Engineering Education: A Systematic Conceptual Review of Implementation, Impact, and Challenges Fang, Chen; Dantes, Gede Rasben; Dantes, Kadek Rihendra; Wahyuni, Dessy Seri
PPSDP International Journal of Education Vol. 4 No. 2 (2025): PPSDP International Journal of Education (Special Issue)
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v4i2.774

Abstract

This conceptual review synthesises and critically analyses recent literature on Design-Based Learning (DBL) in undergraduate engineering education. It examines how DBL is defined, how it is implemented and assessed, what strengths and recurring challenges are reported, and what these imply for teaching, programmes, and future research. A document-based search in Scopus, Web of Science, and Google Scholar identified English, peer-reviewed studies published between 2018 and 2024; a small number of earlier design-oriented works were retained to anchor key concepts. The review shows that DBL is characterised by iteration on an authentic design brief, structured reflection, and collaboration, and that when these elements and their assessment are explicit, DBL supports student engagement, problem solving, and the early formation of engineering identity. It also notes implementation problems across settings, especially heavy assessment load, limited opportunity for multiple iterations within fixed timetables, and team tasks that reproduce participation hierarchies. By isolating DBL’s pedagogical identity from related approaches such as PBL and CBL, the review offers a balanced account and proposes an E–I–P–R alignment and a research agenda for longitudinal, multi-site, moderator-sensitive studies.
Pengembangan Aplikasi Augmented Reality Gerak Dasar Tari Legong Pada Uang 50 Ribu Pratama, I Putu Dimas Wiraputra; Wahyuni, Dessy Seri; Damayanthi, Luh Putu Eka
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8855

Abstract

This research is motivated by the limited availability of interactive educational media for introducing the basic movements of the Legong Dance in Buleleng Regency, resulting in the public particularly the younger generation lacking adequate understanding of this classical Balinese dance. The purpose of this study is to develop an Augmented Reality–based learning application called iLegong, using a fifty-thousand-rupiah banknote as a marker, and to evaluate the feasibility, quality, and user experience of the resulting application. The study was conducted in Buleleng Regency using a Research and Development approach with the Multimedia Development Life Cycle model, which consists of six development stages: concept formulation, design planning, material collecting, assembly, testing, and distribution. User experience testing was carried out using the User Experience Questionnaire administered to forty respondents. The results show that the iLegong application was successfully developed, featuring three-dimensional visualizations of Legong Dance basic movements, supporting text, audio, and responsive interactions. Content and media expert assessments indicated a very high level of feasibility, while user experience evaluations placed all dimensions in the “very good” category, with the attractiveness aspect obtaining the highest score. These findings demonstrate that iLegong is suitable as an effective interactive learning medium for introducing the basic movements of the Legong Dance and holds potential for further development across various Balinese dances as well as cross-platform implementation.
Pengembangan Immersive Laboratory Berbasis Virtual Reality Pada Standar Pemeriksaan Kehamilan Dalam Meningkatkan Kualitas Pembelajaran Pramitasiwi, Putu Devi Angginova; Sindu, I Gede Partha; Wahyuni, Dessy Seri
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8944

Abstract

The development of Information and Communication Technology in the era of Society 5.0 has driven the adoption of educational technologies capable of enhancing learning quality, including in midwifery education. Virtual Reality (VR) offers a potential solution to bridge the gap between theoretical knowledge and practical skills in pregnancy examinations among midwifery students, particularly given the limitations of training models and insufficient opportunities for independent practice. This study aims to analyze the design, implementation, and user experience and response in the development of a VR-based immersive laboratory application for standard pregnancy examinations at the Midwifery Study Program, Faculty of Medicine, Universitas Pendidikan Ganesha. The research employed a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model, which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. The development results show that the VR application successfully passed black-box testing with 100% functionality. Product validity testing by content and media experts, which was conducted iteratively (MDLC), yielded a Gregory agreement percentage of 1.00, categorized as “Highly Valid.” User experience evaluation was conducted using the User Experience Questionnaire (UEQ) involving 26 respondents. The results indicated an “Excellent” rating across all aspects, with the highest scores recorded in the Stimulation and Novelty dimensions. This finding indicates that the VR application is highly effective in creating an immersive and independent practice environment, thereby successfully bridging the gap between students' theoretical knowledge and practical skills in pregnancy examinations.
Pengembangan Film Animasi 3D Sebagai Media Edukasi Masyarakat Dalam Mengatasi Kemacetan Di Daerah Wisata Sariasa, Made Kembar; Sindu, I Gede Partha; Wahyuni, Dessy Seri
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.5291

Abstract

Penelitian ini bertujuan mengembangkan media informasi berupa film animasi 3D edukatif untuk meningkatkan kesadaran masyarakat dalam mengurangi penggunaan kendaraan pribadi, mengingat jumlah kendaraan di Provinsi Bali terus meningkat dan pada tahun 2024 telah mencapai 5.278.984 unit, sehingga memberikan dampak signifikan terhadap kelancaran lalu lintas. Untuk menjawab permasalahan tersebut, penelitian menggunakan metode Research and Development (R&D) dengan model Multimedia Development Life Cycle (MDLC) yang meliputi enam tahap: concept, design, material collecting, assembly, testing, dan distribution. Pada proses evaluasi, uji ahli isi dan uji ahli media menunjukkan tingkat kesesuaian 100%, sehingga film animasi dinyatakan sangat layak dari aspek materi maupun teknis. Hasil uji respon pengguna mendukung temuan tersebut, dengan skor rata-rata 4,51 dengan kategori evaluasi sangat layak, analisis perbedaan persepsi antara dua kelompok responden menggunakan uji Mann–Whitney U menghasilkan nilai Asymp. Sig = 0,612, Temuan ini menunjukkan bahwa tidak terdapat perbedaan penilaian yang signifikan antara responden laki-laki dan perempuan. Secara keseluruhan, media yang dikembangkan berhasil mencapai tujuan utamanya, yaitu menghasilkan film animasi edukatif yang dapat diterima, dipahami, dan diapresiasi oleh berbagai kalangan tanpa perbedaan persepsi yang berarti.
Profiles of design-based learning experiences among undergraduate engineering students in an application-oriented Chinese university Chen, Fang; Rasben Dantes, Gede; Rihendra Dantes, Kadek; Seri Wahyuni, Dessy
International Journal of Evaluation and Research in Education (IJERE) Vol 15, No 1: February 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v15i1.37803

Abstract

Design-based learning (DBL) is widely promoted in engineering education, yet there is limited evidence on how students experience DBL when a common framework is implemented across multiple programs. This study examined support for four DBL phases—problem exploration (PE), design generation (DG), prototype iteration (PI), and reflection and evaluation (RE)—in undergraduate engineering programs at an application-oriented university in China. A 12-item DBL phases scale was developed from this framework and prior work in design-oriented engineering education and was completed by 407 students who had taken at least one DBL-based course in 12 programs. Partial least squares confirmatory factor analysis supported a four-factor structure with satisfactory reliability and convergent validity. To capture heterogeneity that is often obscured by average scores, a person-centered profiling approach was adopted. K-means cluster analysis of the four phase scores yielded three DBL experience profiles—high, moderate, and low intensity—that differed mainly in level rather than in shape across phases and were distributed across all programs and year levels. Grounded in engineering design and experiential learning perspectives, the phase-based scale and profiles offer a pragmatic tool for monitoring DBL implementation and for targeting professional development where students most often report low-intensity DBL.
Co-Authors Adi Saputra Yasa, I Gede Adnyana, I Putu Wandra Agung Riesa M, I Gusti Ayu Anak Agung Sri Farida Sari Dewi Andreana, I Made Dwi Ardana, I Wayan Ari Putra, Ida Bagus Gede Ariadi, Gede Ariawan, I Gede Arisma Dewi, Komang Ayu Artha, I Komang Dodi Arthawan, I Putu Agus Yudi Ary Widayanti, Putu Ayu Anden Decy Apsari, I Dewa Ayu Elviani, Ni Komang Ayu Nurul Fadillah ayu wandi septiari Bagus Suyadnya, I Gusti Bahaduri, Rahmat Gah Chen, Fang Christina Trijayanti Darmaningsih, Ni Wayan Putri Dedi Rahman Dedi Rahman, Dedi Dedi Sutrisna, I Nyoman Dedy Yusuf Santosa Desy Aulia Alfany Dewi Hardiyanti, I Gusti Ayu Dwi Purniyati, Gusti Ayu Dwi Putranjaya, Pande Made Eka Saptaridevi, Ni Luh Endrawati, Ni Komang Ayu Fadillah, Ayu Nurul Fang, Chen Farida Sari Dewi, Anak Agung Sri Febrianto, I Putu Novri Firda Riani Gede Ariadi Gede Rasben Dantes Gede Saindra Santyadiputra Gede Saindra Santyadiputra, Gede Saindra Gede Surya Mahendra Gede Whidi Harta Gusjayadi, I Gede Sasta Gusti Ayu Dwi Purniyati Harta, Gede Whidi Hartini, Nyoman Sugi Hidayat, Acep Taufik I Dewa Ayu Anden Decy Apsari I Gede Adi Saputra Yasa I Gede Adi Saputra Yasa I Gede Ariawan I Gede Bendesa Subawa I Gede Krisna Mahendra I Gede Mahendra Darmawiguna I Gede Ratnaya I Gede Sudirtha I Gusti Ayu Agung Riesa M I Gusti Ayu Dewi Hardiyanti I Gusti Ayu Nyoman Mariani I Gusti Bagus Suyadnya I Ketut Resika Arthana I Komang Dodi Artha I Made Agus Wirahadi Putra I Made Dwi Andreana I Made Gede Sunarya I Made Putrama I Md. Dendi Maysanjaya I Nengah Eka Mertayasa I Nengah Eka Mertayasa I Nyoman Dedi Sutrisna I Nyoman Subherata Wiguna I Nyoman Sudiartayasa Adiputra I Nyoman Sumadiyasa I Putu Agus Yudi Arthawan I Putu Hendra Tresnadana Sueca I Putu Novri Febrianto I PUTU WANDRA ADNYANA I Putu Wira Adnyana I Wayan Ardana I Wayan Pratyaksa Yudha Ida Ayu Widiyanthi Ida Bagus Gede Ari Putra Iman Iman Iman Iman, Iman Indriatna, Venty Julianti, Luh Kadek Lia Wahyuni Parinu Kadek Maindra Kadek Rihendra Dantes Ketut Agustini Ketut Inda Sundhari Ketut Intan Kusuma Wardani Ketut Putranadi Ketut Resika Artana Ketut Sri Addalena Koehler, Thomas Komang Ayu Arisma Dewi Komang Devi Kristianti Kristianti, Komang Devi Kusuma Wardani, Ketut Intan Luh Julianti Luh Putu Eka Damayanthi Luh Putu Eka Damayanthi Luh Putu Eka Damayanthi, Luh Putu Eka M.Cs S.Kom I Made Agus Wirawan . Made Ayu Asri Niti Made Susi Lissia Andayani Made Suyasa Dwi Putra Made Windu Antara Kesiman Made Windu Antara Kesiman Made Windu Antara Kesiman Antara Kesiman Mahendra, I Gede Krisna Maindra, Kadek Maria Ulfa, Rizza Mariani, I Gusti Ayu Nyoman Marvilianti Dewi, Eka Dianita Meilan Wulandari, Ni Kadek Mertayasa, I Nengah Eka Mita Puspita dewi Mita Puspita Dewi, Ni Putu Muliartini, Ni Wayan Sri Ni Desak Made Sri Adnyawati Ni Kadek Meilan Wulandari Ni Komang Ayu Elviani Ni Komang Ayu Endrawati Ni Luh Eka Saptaridevi Ni Luh Kadek Tristiana Pratiwi Ni Luh Resmiantini Ni Luh Yunitami Ni Nyoman Sugihartini Ni Putu Mita Puspita Dewi Ni Putu Serly Widyaningsih Ni Wayan Putri Darmaningsih Ni Wayan Sri Muliartini Nining Rahayuningsih Niti, Made Ayu Asri Nurul Fadillah Nurul fadillah, Nurul Nyoman Melati Pramesti P. WAYAN ARTA SUYASA Pande Made Dwi Putranjaya Parinu, Kadek Lia Wahyuni Pradnyana, I Ketut Andika Pramitasiwi, Putu Devi Angginova Pranata, Putu Andika Pratama, I Putu Dimas Wiraputra Pratiwi, Putu Ari Pratyaksa Yudha, I Wayan Putra, I Nyoman Tri Adi Putranadi, Ketut Putu Andika Pranata Putu Andika Wirasatriya Putu Ari Pratiwi Putu Ary Widayanti Putu Budi Dana Putu Prema Savita Shanti Putu Yuditia Riani Putu Yuli Krisnawati Rahayuningsih, Nining Rasben Dantes, Gede Resika Artana, Ketut Resmiantini, Ni Luh Riani, Firda Rizza Maria Ulfa Saari, Erni Marlina Sariasa, Made Kembar Savita Shanti, Putu Prema septiari, ayu wandi Sindu, I Gede Partha Sri Addalena, Ketut Sri Indah Yani Subherata Wiguna, I Nyoman Sudiartayasa Adiputra, I Nyoman Sumadiyasa, I Nyoman Sundhari, Ketut Inda Suyasa Dwi Putra, Made Tresnadana Sueca, I Putu Hendra Trijayanti, Christina Tristiana Pratiwi, Ni Luh Kadek Utami, Gusti Ayu Indah Venty Indriatna Widiyanthi, Ida Ayu Wira Adnyana, I Putu Wirasatriya, Putu Andika Yuditia Riani, Putu Yuli Krisnawati, Putu Yunitami, Ni Luh