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DISORINTASI SELF REGULATED LEARNING DAN MOTIVASI DALAM MEMUPUK NALURI BERPRESTASI MAHASISWA Dewa Ayu Made Manu Okta Priantini dan I Putu Suardipa
Maha Widya Bhuwana: Jurnal Pendidikan, Agama dan Budaya Vol 3, No 2 (2020)
Publisher : Sekolah Tinggi Agama Hindu Negeri Mpu Kuturan Singaraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55115/bhuwana.v3i2.959

Abstract

Self regulated learning is a condition where individuals develop an understanding of which responses are appropriate and which are not appropriate, as well as controlling and monitoring individual behaviors themselves. Self regulated learning is the self-regulation of learning in students who have three phases namely goals, strategic planning, and understanding. Effective learning strategies as well as motivation and persistence apply this strategy until the task is completed by satisfying them, it is likely that they are effective learners. Self regulated learning is a good target for student intervention because students can learn to become independent learners. self regulated learning is the self-regulation of learning refers to the process by which students systematically focus their thoughts, feelings, and actions, on achieving goals, so as to survive long-term tasks until the task is completed. Disorintasi self regulated learning triggers self-regulation in learning that is carried out independently in displaying a series of actions aimed at achieving the target or learning objectives by processing strategies in performing cognition, behavior, and motivation that can indirectly improve student achievement.
PENGEMBANGAN VIDEO ANIMASI PEMBELAJARAN INTERAKTIF BERBASIS TRI HITA KARANA UNTUK MENINGKATKAN HASIL BELAJAR SISWA SD I Putu Didik Prawira Putra; Dewa Ayu Made Manu Okta Priantini; I Made Astra Winaya
Jurnal Ilmiah Pendidikan Citra Bakti Vol 8 No 2 (2021)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (237.858 KB) | DOI: 10.38048/jipcb.v8i2.344

Abstract

Masih banyaknya guru dalam melaksanakan pembelajaran di kelas hanya berpedoman pada bahan ajar pemerintah dan belum mampu untuk mengembangkan bahan ajar. Penelitian ini bertujuan untuk mengembangkan video animasi pembelajaran interaktif berbasis Tri Hita Karana. Media pembelajaran ini deperuntukan untuk siswa kelas III SD karena tema pembelajrannya banyak membahas prilaku manusia dalam menjaga hubungan baik dengan sesama manusia, lingkungan dan tuhan. Jenis penelitian yang di gunakan yautu penelitian pengembangan (R&D) mengadopsi dari model Dick and Carey. Rancangan penelitian ini di lakukan dengan beberapa tahapan: (1) penetapan materi pembelajaran dan kompetensi dasar yang akan di capai siswa, (2) analisis kebutuhan, (3) pengembangan media pembelajran, (4) Uji coba Pembelajaran. Populasi pada penelitian ini adalah seluruh siswa siswi kelas III Sekolah Dasar Dwijendra Denpasar. Jumlah populasi dalam penelitian ini adalah 30 orang siswa. Data dikumpulkan menggunakan teknik observasi, validasi, kuesioner, dan tes hasil belajar. Setelah data terkumpul dianalisis secara deskriptif kualitatif. Adapun hasil penelitiannya yaitu: pertama hasil penelitian validitas media pembelajaran berada pada kategori Valid dan layak di gunakan, kedua hasil penelitian menunjukan media pembelajaran yang di kembangkan telah memenuhi syarat kepraktisan yaitu: (1) keterlaksanaan media pembelajaran, (2) respon guru terhadap media pembelajaran, dan (3) respon siswa terhadap media pembelajaran. Ketiga hasil menunjukan nilai tes belajar siswa di dapatkan rata-rata 81,96 dan dari 30 siswa mencapai 95,80 % jika di lihat dari KKM yang di gunakan peneliti yaitu 72.
Pengembangan Video Pembelajaran Berbasis Model CORE pada Pembelajaran Bahasa Indonesia Terintegrasi Tema 1 Kelas V SD Dewa Ayu Made Manu Okta Priantini
Jurnal Pendidikan Bahasa dan Sastra Indonesia Undiksha Vol. 12 No. 1 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpbs.v12i1.42154

Abstract

Permasalahan yang melatarbelakangi penelitian ini adalah kurangnya media pembelajaran bagi siswa pada pembelajaran bahasa Indonesia sehingga minat siswa untuk belajar kurang maksimal. Penelitian ini merupakan penelitian pengembangan (research and devlopment) model ADDIE. Subyek uji coba penelitian adalah siswa kelas V SD N 6 Kesiman. Instrumen pengumpulan data yang digunakan berupa lembar evaluasi (angket). Analisis data menggunakan analisis deskriptif kualitatif dan deskriptif kuantitatif. Hasil penilaian terhadap produk media dilaksanakan berdasarkan enam aspek, yaitu: aspek isi bidang studi/ dengan persentase tingkat pencapaian 88.05% (layak); ditinjau dari aspek desain pembelajaran dengan persentase tingkat pencapaian 84.65% (layak); ditinjau dari aspek media pembelajaran dengan persentase tingkat pencapaian 87.00% (layak); ditinjau dari aspek uji coba perorangan, dengan persentase tingkat pencapaian 91.55% (sangat layak); uji coba kelompok kecil, dengan persentase tingkat pencapaian 93.40% (sangat layak); dan ditinjau dari aspek uji coba lapangan dengan persentase tingkat pencapaian 92.46% (sangat layak). Dengan demikian produk media video pembelajaran ini memiliki tingkat validitas yang baik dan layak untuk digunakan dalam proses pembelajaran bahasa Indonesia.
How Effective is Learning Style Material with E-Modules During the COVID-19 Pandemic? Dewa Ayu Made Manu Okta Priantini; Ni Luh Gede Karang Widiastuti
Jurnal Ilmiah Sekolah Dasar Vol 5 No 2 (2021): May 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v5i2.37687

Abstract

The problem behind this research was the lack of learning resources for students in science subjects so that learning outcomes are less than optimal. This research was a research and development (research and development). The research trial subjects were fourth grade students. The data collection instrument used was in the form of an evaluation sheet (questionnaire). The data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of the e-module product were carried out based on six aspects, namely: content aspects of the field of study / with a percentage of achievement level of 86.00% with a predicate worthy; In terms of the learning design aspect, the percentage of achievement level is 87.60%, predicate worthy; In terms of the learning media aspect with the achievement level percentage of 89.00%, the predicate is feasible; in terms of the individual trial aspect, with the percentage level of achievement of 92.50% the predicate is very feasible; small group trial, with the percentage of achievement level of 94.50%, the predicate is very feasible, and in terms of the field trial aspect, the percentage of the achievement level is 95.50%, the predicate is very feasible. Thus the product in the form of e-module has a good level of validity and is suitable for use in the learning process on the subject force material of science subjects.
Lembar Kerja Peserta Didik Berbasis Kontekstual pada Muatan Pelajaran IPA Ni Luh Gede Karang Widiastuti; Dewa Ayu Made Manu Okta Priantini
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 5 No. 1 (2022): Mei
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v5i1.45530

Abstract

Kurangnya LKPD yang mampu mendorong siswa untuk membuat hubungan antara pengetahuan yang dimilikinya dan penerapannya dalam kehidupan sehari-hari. Selain itu, pemanfaatan LKPD pendukung masih kurang karena hanya menggunakan dari LKPD pemerintah. Penelitian ini bertujuan untuk menciptakan LKPD berbasis kontekstual pada muatan pelajaran IPA kelas V SD, khususnya pada tema 5 subtema 2. Metode penelitian yang digunakan yaitu penelitian dan pengembangan dengan model ADDEI. Subjek penelitian terdiri atas 2 orang ahli materi, 2 orang ahli media, 2 orang ahli bahasa, serta pengguna yang terdiri atas 28 orang peserta didik dan 2 orang guru, sedangkan objek dalam penelitian ini adalah LKPD berbasis kontekstual pada muatan pelajaran IPA. Metode pengumpulan data yang digunakan yaitu metode nontes, yaitu dengan menggunakan instrumen berupa angket. Teknik analisis data menggunakan analisis data statistik deskriptif. Hasil penelitian menunjukkan bahwa LKPD berbasis kontekstual pada muatan pelajaran IPA yang dikembangkan memenuhi kriteria sangat layak berdasarkan hasil validasi ahli media, ahli materi, dan ahli bahasa dengan skor rata-rata sebesar 89,1 %. Uji respon guru dan siswa terhadap penggunaan LKPD memperoleh skor 88,3% dan 87,55%. Simpulan penelitian ini adalah LKPD berbasis kontekstual pada muatan pelajaran IPA yang dikembangkan telah memenuhi kriteria sangat layak dan sangat menarik untuk digunakan. Implikasi penelitian ini dapat membantu siswa memahami materi dalam proses pembelajaran, sehingga tujuan pembelajaran dapat tercapai.
ANALISIS KURIKULUM MERDEKA DAN PLATFORM MERDEKA BELAJAR UNTUK MEWUJUDKAN PENDIDIKAN YANG BERKUALITAS Dewa Ayu Made Manu Okta Priantini; Ni Ketut Suarni; I Ketut Suar Adnyana
Jurnal Penjaminan Mutu Vol 8 No 02 (2022)
Publisher : UHN IGB Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (182.419 KB) | DOI: 10.25078/jpm.v8i02.1386

Abstract

Penelitian ini ditujukan untuk memaparkan deskirpsi atas kajian konseptual tentang kurikulum dan platform merdeka mengajar yang diwacanakan untuk digunakan setiap sekolah pada tahun ajaran 2022/2023. Penelitian ini termasuk jenis penelitian studi pustaka dengan mempergunakan metode deskriptif. Hasil penelitian menunjukkan bahwa dalam kurikulum dan platform merdeka mengajar ditonjolkan sikap proaktif menghadapi perubahan secara progresif dan transformatif. Ini dapat dilihat dari arah pengembangan pembelajaran yang secara positif dapat memulihkan produktifitas dalam aktivitas belajar mengajar. Melalui proses pembelajaran yang berorientasi pada proyek, proses pembelajaran dapat berlangsung lebih luwes, aktif dan adaptif. Pendidik diberikan keleluasaan untuk menerapkan metode pembelajaran yang dipandang tepat bagi peserta didik sehingga pelaksanaan aktivitas belajar mengajar dapat berjalan dengan menyenangkan, lebih mendalam dan merdeka. Untuk itu, hasil analisis penelitian menunjukkan bahwa penggunaan kurikulum dan platform merdeka belajar tersebut sesuai dengan upaya Negara Indonesia untuk mewujudkan iklim pendidikan yang berkualitas sehingga dapat melahirkan generasi yang siap beradaptasi dalam perkembangan kondisi zaman saat ini.
Role Play Game-Based Learning Multimedia for Elementary School Students I Made Kartika; I Made Sila; Dewa Ayu Made Manu Okta Priantini; I Wayan Suastra; Ida Bagus Putu Arnyana
Jurnal Pendidikan dan Pengajaran Vol 56 No 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i1.60734

Abstract

Along with the development of science and technology, learning media has now developed by utilizing the flexibility of computers to solve learning problems. The problem behind this research is the lack of learning media for students in science subjects so that learning outcomes are less than optimal. This study aims to develop learning media in the form of multimedia based on role play games. This research is a research and development (research and development). The subjects of the research trial were grade IV students. The data collection instrument used was an evaluation sheet (questionnaire). Data analysis used descriptive qualitative and quantitative descriptive analysis. The results of the evaluation of the Role Play Game (RPG) Based Learning Multimedia product were carried out based on six aspects, namely: in terms of the learning design aspect with an achievement level percentage of 87.60% worthy; in terms of the aspect of individual trials, with a percentage of the achievement rate of 94.65%, the rating is very feasible; small group trials, with a percentage of achievement level of 94.65% predicate very feasible; and in terms of the aspect of field trials with a percentage achievement level of 95.00% predicate very feasible. Thus the product in the form of Role Play Game (RPG) Based Learning Multimedia has a good level of validity and is suitable for use in the learning process in science subjects.
Tri Kaya Parisudha's Image-Oriented Story Media to Increase The Interest in Reading of Three Grade Elementary School Students Adnyana, I Ketut Suar; Dewa Ayu Made Manu Okta Priantini; Ni Made Suarningsih
International Journal of Elementary Education Vol 7 No 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i1.58209

Abstract

Lack of media literacy so that students are less interested in reading. It has an impact on students' understanding that needs to be improved. This study aimed to develop a Tri Kaya Parisudha Oriented Picture Story Book to increase reading interest in third-grade elementary school students. This research is a research and development (research and development). The subjects of the research trials were class III students. Methods of data collection using a questionnaire. The data collection instrument used was an evaluation sheet (questionnaire). Data analysis used descriptive qualitative and quantitative descriptive analysis. The results of the evaluation of this e-module product are based on six aspects, namely: content aspect of the field of study / with a percentage of the achievement level of 87.00% with a proper predicate. Judging from the aspect of learning design with an achievement percentage of 87.50% (feasible). Aspects of learning media with a percentage of the achievement level of 90.60% predicate very good / very decent. Aspects of the trial, small group trials, with a percentage of achievement rate of 93.70%, the title is very feasible. Aspects of field trials with a percentage level of achievement of 94.50% predicate are feasible. Thus the product in the form of a picture storybook oriented towards Tri Kaya Parisudha has a good level of validity and is suitable for use in the learning and literacy process.
The Development of Teaching Video Media Based on Tri Kaya Parisudha in Educational Psychology Courses Okta Priantini, Dewa Ayu Made Manu
Journal of Education Technology Vol. 4 No. 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i4.29608

Abstract

This research aimed to implement learning in educational psychology courses that tend to be boring and have low learning outcomes. This research was a research and development (research and development). The research trial subjects were students from the PGSD Study Program. The data collected in this study were data from subject content expert tests, design expert tests, instructional media expert tests, and student trials. The data collection instrument was an evaluation sheet (questionnaire) for both expert testing and student testing. Data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of media products were carried out based on six aspects, namely: content aspects of the field of study / with the percentage of the achievement level of 88.05% with the title feasible; In terms of the learning design aspect, the percentage of achievement level was 84.65%, the predicate was feasible; in terms of the learning media aspect with the achievement level percentage of 87.00%, the predicate was feasible; In terms of the individual trial aspect, the percentage level of achievement of 91.55% predicates was very feasible; small group trial, with the percentage level of achievement of 93.40% predicate very feasible; and viewed from the aspect of field trials with the percentage level of achievement of 92.46% predicate very feasible. Thus, this instructional video media product had a good validity level and was suitable for the Educational Psychology course's learning process.