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MENGGALI NILAI-NILAI KARAKTER DALAM PERMAINAN MAGOAK-GOAKAN DESA PANJI KECAMATAN SUKASADA SEBAGAI SUMBER BAHAN PENGAYAAN PEMBELAJARAN IPS DI SMP NEGERI 4 SINGARAJA I Nyoman Tri Esaputra; I Made Pageh; Tuty Maryati
Jurnal Pendidikan IPS Indonesia Vol 1, No 1 (2017)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (237.05 KB) | DOI: 10.23887/pips.v1i1.2812

Abstract

Penelitian ini bertujuan; Untuk mengetahui latar belakang sejarah permainan           magoak-goakan, Untuk mengetahui nilai-nilai karakter yang terkandung dalam permainan magoak-goakan, Untuk mengetahui bentuk pengintegrasian permainan magoak-goakan ke dalam pembelajaran IPS. Penelitian ini menggunakan pendekatan kualitatif. Peneliti menentukan tiga lokasi penelitian, yaitu, Pura Pajenengan, Banjar Dauh Pura Desa Panji, dan SMP Negeri 4 Singaraja. Data yang digunakan dalam penelitian ini dikumpulkan teknik pengumpulan data yakni, wawancara, observasi dan studi dokumen. Hasil penelitian ini menunjukan bahwa; (1) permainan magoak-goakan merupakan strategi Gusti Ngurah Panji Sakti untuk mempersatukan suara rakyat dalam usahanya berperang melawan kerajaan Blambangan; (2) Nilai-nilai karakter yang terkandung dalam permainan magoak-goakan yakni: nilai disiplin, nilai kerjasama, nilai religius, nilai toleransi, nilai kerja keras, dan nilai komunikatif; (3) Adapun strategi pengintegrasian nilai-nilai karakter dalam permainan magoak-goakan ke dalam pembelajaran IPS adalah dengan meninjau silabus, menentukan KD yang relevan, memilih topik pada buku ajar yang relevan, menyusun RPP mengaplikasikan permainan magoak-goakan sebagai sumber belajar.  Kata Kunci:nilai karakter, permainan magoak-goakan, pendidikan IPS
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS VI SD Nofitri Purba; Kadek Yudiana; I Nyoman Tri Esaputra
Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora Vol 9 No 1 (2026): Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora
Publisher : LPPM Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/ndrumi.v9i1.4642

Abstract

This development research was conducted to address the problem of low learning outcomes among sixth-grade students, which was caused by the limited use of innovative and interactive instructional media. The objectives of this study were to: (1) describe the design of the instructional video; (2) determine its validity; (3) examine its practicality; and (4) evaluate its effectiveness. This study employed a Research and Development (R&D) approach using a One Group Pretest-Posttest design and the 4D development model. The subject of this research was the instructional video, with 35 sixth-grade students involved in the field trial. The objects of the study included the validity, practicality, and effectiveness of the instructional video. Data were collected through observation, interviews, and questionnaires. The data were analyzed using descriptive qualitative and quantitative analysis techniques. The results showed that: (1) the study successfully developed a problem-based learning instructional video on the topic of the impact of human activities on the environment; (2) the material expert validation obtained an average score of 4.6 (very good category), and the media expert validation obtained an average score of 4.8 (very good category); (3) the average practicality score from the teacher practitioner was 4.70 and from students was 4.67 (both in the very good category); and (4) the effectiveness test indicated a significance value (2-tailed) < 0.05, meaning that H₁ was accepted and H₀ was rejected. This indicates that the problem-based learning instructional video is effective in improving students’ learning outcomes. Based on these findings, it can be concluded that the developed instructional video is appropriate for use as a more engaging and interactive learning medium capable of improving students’ learning outcomes.
CodeSTEM: An Innovative Future Thinking-Based Coding Learning to Improve Students’ Computational Thinking Skills Ni Wayan Rati; I Nyoman Tri Esaputra
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.96261

Abstract

The lack of Computational Thinking skills and low motivation to learn coding in elementary schools pose a challenge in 21st-century education. This situation is exacerbated by the limited availability of innovative and contextual learning media that can support the development of these skills. This study aims to develop and test the effectiveness of the CodeSTEM learning platform based on coding with a Future Thinking approach to improve the Computational Thinking skills of seventh-grade elementary school students. The study uses a Research and Development (R&D) method with the ADDIE development model, which includes the stages of needs analysis, design, development, implementation, and evaluation. The needs analysis was conducted through literature review, observation, and interviews with teachers and students. Then, the platform was designed with interactive content that integrates Future Thinking and project-based learning. Product validation involved experts in content, design, and digital media to ensure theoretical and technical feasibility. Trials were conducted in stages: individual testing, small group testing, and field testing involving 28 fifth-grade elementary school students. Data were collected through observation, questionnaires, interviews, and pre-test and post-test assessments of Computational Thinking skills. Validation results showed that the product had very good feasibility, and the field test demonstrated significant improvement in students’ Computational Thinking abilities as well as positive responses to the media. This study contributes to the development of innovative and applicable digital learning media and serves as an effective alternative for coding education in elementary schools. Recommendations for further research include testing in broader contexts and developing offline features to overcome infrastructure limitations.