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Mobile-Learning Development for Supporting Scientific Approaches in Chemical Learning Using Flipped Classroom Strategy Tegeh, I Made; Sundria, Ida Bagus Nyoman; Sudarma, I Komang; Sudatha, I Gde Wawan
Journal of Education Reseach and Evaluation Vol 4 No 2 (2020): May
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.053 KB) | DOI: 10.23887/jere.v4i2.24684

Abstract

Penelitian ini bertujuan untuk mendeskripsikan karakteristik M-learning yang efektif untuk mendukung flipped classroom pada pembelajaran kimia SMA menggunakan pendekatan saintifik dan kelayakan M-learning yang dikembangkan dilihat dari validitas isi, media, dan desain pembelajaran, serta keterbacaan oleh pengguna. Penelitian ini difokuskan pada pembuatan prototipe  M-learning pada topik kimia SMA kelas X dan prototipe pembelajaran M-Learning untuk satu topik kimia yang telah memenuhi kelayakan konten, pedagogi, desain media, uji coba teknis dan individual.  M-learning dapat diakses oleh pengguna yang dapat diposisikan sebagai guru atau siswa. Hasil penelitian menunjukkan bahwa karakteristik M-learning adalah menyajikan materi ikatan ion dan kovalen, strategi yang digunakan adalah felipped classroom, pembelajaran diarahkan untuk mengikuti langkah-langkah pendekatan saintifik mulai dari mengamati, menanya, mengumpulkan informasi, mengasosiasi, dan mengomunikasikan, serta setiap pertemuan M-learning berisi materi, video, lembar kerja siswa, dan chatting, (2) produk M-learning menurut ahli isi berkriteria cukup baik dengan nilai 72,31, ahli media pembelajaran dan ahli desain pembelajaran memberikan nilai masing-masing 96,92 dan 95,00 dengan kriteria sangat baik, dan uji coba individu dari tiga orang siswa yang berkemampuan rendah, sedang, dan tinggi menunjukkan hasil yang baik dengan rerata penilaian 82,86. Hal ini dapat disimpulkan bahwa M-Learning dengan strategi flipped classroom dapat mendukung pendekatan ilmiah dalam pembelajaran kimia.
Pengaruh Model Self Regulated Learning terhadap Hasil Belajar IPA Siswa Putra, I Kadek Adhi Dharma; Arini, Ni Wayan; Sudarma, I Komang
International Journal of Elementary Education Vol 3 No 3 (2019): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v3i3.19406

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Self Regulated Learning terhadap hasil belajar IPA antara kelompok siswa yang dibelajarkan dengan model pembelajaran Self Regulated Learning dan kelompok siswa yang dibelajarkan dengan model pembelajaran konvensional. Penelitian ini adalah penelitian eksperimen semu dengan desain Non Equivalent Post-Test Only Control Group Design. Populasi penelitian ini adalah seluruh siswa kelas V di SD Gugus X Kabupaten Buleleng, yang berjumlah 163 siswa. Pengambilan sampel menggunakan teknik random sampling. Sampel penelitian yaitu kelompok siswa kelas V di SDN 2 Kaliuntu yang terpilih sebagai kelompok eksperimen dan SDN 3 Kaliuntu sebagai kelompok kontrol. Data hasil belajar siswa diperoleh melalui metode tes, yaitu tes pilihan ganda. Data yang diperoleh dianalisis menggunakan teknik analisis statistik deskriptif dan statistik inferensial uji-t polled varians. Hasil pengujian hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan hasil belajar IPA antara kelompok siswa yang mengikuti pembelajaran dengan model Self Regulated Learning dan kelompok siswa yang mengikuti pembelajaran konvensional. Hasil pengujian diperoleh (thitung = 8,76 > ttabel  = 1,86) sehingga H0 ditolak dan H1 diterima. Dengan demikian, kelompok siswa yang dibelajarkan dengan model pembelajaran Self Regulated Learning menunjukkan hasil belajar yang lebih tinggi dibandingkan dengan kelompok siswa yang dibelajarkan menggunakan model pembelajaran konvensional.
Integration of Multiple Intelligences in Thematic Instructional Kit in Elementary School Widiana, I Komang; Sudarma, I Komang; Dibia, I Ketut
International Journal of Elementary Education Vol 5 No 1 (2021): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v5i1.33841

Abstract

The learning carried out in schools has been dominated by the development of logic-mathematics intelligence. In fact, every student has various kinds of intelligence called multiple intelligences. This study aims to develop thematic instructional kit oriented to multiple intelligences. This research is a development research (R&D) which adapts the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The instructional kit products developed in this study are in the form of a Lesson Plan (RPP) and Student Worksheets (LKPD). In this study, the product development validity test was only limited to the expert validation test stage. Data were collected using expert validation sheets. The results of research and development show that based on the results of the expert validity test that has been carried out, the average score of expert judgment is 4.88 for RPP products with very good categories, and 4.80 for LKPD products with very good categories. Based on these results, it can be concluded that the instructional kit products developed have good validity and quality to be applied in elementary schools.
Improving Children's Cognitive Ability Through Information Processing Theory-Based Digital Content Sudarma, I Komang; Sukmana, Adrianus I Wayan Ilia Yuda
International Journal of Elementary Education Vol 6 No 1 (2022): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i1.41464

Abstract

Terbatasnya media pembelajaran digital untuk tema-tema di PAUD memberikan hambatan terhadap guru dalam menyampaikan materi selama pembelajaran daring. Begitupula, siswa mengalami kesulitan memahami materi yang disampaikan guru selama pembelajaran daring tanpa menggunakan media. Tujuan penelitian ini adalah  mengembangkan dan menguji efektivitas konten digital dalam meningkatan kemampuan kognitif anak usia dini (AUD). Produk penelitian dikembangkan menggunakan model Hannafin dan Peck  yang meliputi: (1) tahap analisis kebutuhan, (2) tahap desain, (3) tahap pengembangan dan implementasi. Subjek yang terlibat dalam penelitian ini adalah 2 orang ahli yaitu ahli media sekaligus ahli desain pembelajaran dan 1 orang ahli konten pembelajaran di TK. Metode dan instrumen yang digunakan untuk mengumpulkan data dalam penelitian ini adalah observasi, wawancara,  kuesioner, dan tes. Data yang diperoleh melalui observasi, kuesioner, dan wawancara dianalisis secara statistik deskriptif. Data yang diperoleh dari tes dianalisis menggunakan uji-t sampel berkorelasi. Hasil penelitian menunjukkan bahwa aspek desain, media, dan aspek isi produk yang dikembangkan berada pada kategori sangat baik dan konten digital efektif untuk meningkatkan kemampuan kognitif. Dengan demikian, konten digital berbasis teori pemrosesan informasi mampu memudahkan siswa mengingat dan memahami materi pelajaran selama pembelajan daring.
Augmented Reality-Oriented Problem-Based Learning in Natural Science Materials Wiraha, Made Adi; Sudarma, I Komang
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.60618

Abstract

Problems that arise from students' difficulties in participating in the learning process and working on media for a long time make students' abilities low. Student learning outcomes are common because the lack of student knowledge is the main problem in learning. To help improve student learning outcomes can be assisted by using learning media, this study uses augmented reality learning media. This study aims to design problem-based learning based on augmented reality on science material for class V. This research uses a quantitative method. The subjects in this study consisted of 1 media expert, one design expert, and one content expert; three students as individual trials, nine as small group trials, and 23 as field trials. Data collection techniques include qualitative description, quantitative description, and statistical inferential t-test. The results of the study were (1) the design of augmented reality with the ADDIE model stages, (2) the media expert scored 94.4% very good qualification, the design expert test scored 92% very good qualification, the content expert test scored 98.6% qualification very good, individual trials obtained a score of 96.47% very good qualification, group trials obtained a score of 95.57% very good qualifications, (3) based on the effectiveness test it was declared effective, based on the average pretest results with a score of 49.2 and the average posttest results with a score of 84.78. It can be concluded that problem-based learning-oriented augmented reality in science material is feasible.
Metacognitive-Based Learning Model: Improving Agile Innovation and Critical Thinking Skills of Students in Science Learning at Elementary Schools I Gusti Ngurah Puger; Jian-Bang Deng; I Gede Wahyu Suwela Antara; Kadek Andre Karisma Dewantara; Made Sugiarta; Leonardo Veliz; Sudatha, I Gde Wawan; Sudarma, I Komang
Jurnal Pendidikan IPA Indonesia Vol. 13 No. 2 (2024): June 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/fpt98910

Abstract

This research aims to analyze the influence of a metacognitive-based learning model on agile innovation and critical thinking abilities of students in science learning at elementary school level. The study population consists of fourth-grade students in elementary schools. The sample was selected using cluster random sampling with an intact group type in Bali. Participants in this research study are Grade 5 students in elementary schools in Bali Province, Indonesia. Samples were taken using a cluster random sampling technique with intact group type. Based on the sampling results, the experimental class comprised 32 students, who received pedagogical intervention in the form of metacognitive-based learning implementation, while the control class with 31 students was exposed to conventional learning models. A survey questionnaire was employed as data collection instrument. Data analysis included descriptive and inferential analysis. Based on the analysis of agile innovation data, an F-value of 23.994 was obtained with a significance value of 0.000 (<0.05). From these results, it can be concluded that there is a significant difference in agile innovation between students who experienced metacognitive-based learning and those who did not. The group of students who received metacognitive-based learning showed a higher level of agile innovation with an average score compared to the group of students who did not experience metacognitive-based learning. Additionally, data on critical reasoning abilities showed an F-value of 20.915 with a significance value of 0.000 (<0.05). In conclusion, there is a significant difference in critical reasoning abilities between students who received metacognitive-based learning and those who did not.
Student engagement and academic achievement: the effect of gamification on case and project-based online learning Suartama, I Kadek; Sudarma, I Komang; Sudatha, I Gde Wawan; Sukmana, Adrianus I Wayan Ilia Yuda; Susiani, Ketut
Journal of Education and Learning (EduLearn) Vol 18, No 3: August 2024
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v18i3.21349

Abstract

Education is a pivotal pillar in modern society, and technology has brought about major changes in how students learn. Online learning is becoming an increasingly popular form of education, especially since the COVID-19 pandemic broke out. However, the challenge of maintaining student engagement and motivation in online learning environments remains a concern for many educators. This is where the concept of gamification erupts as an innovative solution to this problem. This study aimed to examine the effect of case- and project-based gamification models on student engagement and academic achievement in online learning in tertiary institutions. Quasi-experimental post-test only non-equivalent control group design was chosen as the method of this research. The subjects of this study were 117 students from Universitas Pendidikan Ganesha. The instrument used to measure student engagement was a questionnaire developed by researchers with reference to the online student engagement (OSE) indicator; meanwhile, an objective test was to assess student academic achievement. The data were analyzed using a one-way multivariate analysis of variance (MANOVA) technique. The study results show significant differences in student engagement and academic achievement between groups of students taught using case and project-based gamification models and direct e-learning models. Case and project-based gamification models used in online learning were effective in increasing student engagement and student academic achievement.
STRATEGI KEPEMIMPINAN KEPALA PAUD DALAM MENGHADAPI TANTANGAN ERA DIGITAL Windayani, Ni Luh Ika; Sudarma, I Komang
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 1 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i1.4944

Abstract

Tujuan penelitian ini adalah untuk mengkaji strategi kepemimpinan kepala sekolah TK di Kecamatan Banjar, Kabupaten Buleleng, dalam mengelola transformasi digital di lembaga Pendiidkan Anak Usia Dini (PAUD), serta untuk mengidentifikasi tantangan dan solusi yang diterapkan dalam meningkatkan kompetensi digital guru, penyediaan infrastruktur teknologi, dan kolaborasi dengan orang tua serta masyarakat. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Subjek penelitian terdiri dari 10 kepala sekolah TK di Kecamatan Banjar, sedangkan objek penelitian meliputi kebijakan dan strategi kepemimpinan yang diterapkan dalam pengelolaan teknologi pendidikan di lembaga PAUD. Hasil penelitian menunjukkan bahwa kepala sekolah menerapkan tiga strategi utama dalam menghadapi transformasi digital, yaitu peningkatan kompetensi digital guru, penyediaan infrastruktur teknologi yang memadai, dan kolaborasi dengan orang tua serta masyarakat. Meskipun demikian, tantangan utama yang dihadapi adalah keterbatasan anggaran, infrastruktur teknologi yang terbatas, dan rendahnya literasi digital orang tua. Rekomendasi dari penelitian ini adalah perlunya peningkatan pelatihan literasi digital bagi guru dan orang tua, serta dukungan lebih lanjut dari pemerintah dan pihak swasta untuk menyediakan perangkat dan infrastruktur yang memadai di daerah pedesaan, guna mewujudkan pendidikan berbasis teknologi yang efektif di lembaga PAUD.
Developing a Technology-Enhanced Digital Counseling Model to Improve Students' Learning Comfort and Happiness Gading, I Ketut; Sudarma, I Komang; Lestari, Luh Putu Sri; Rismawan, Kade Sathya Gita; Putri‎, Dewi ‎Arum Widhiyanti Metra; Dewi, Deshinta A; Lyesmaya, Dyah
Journal of Educational Technology and Learning Creativity Vol. 3 No. 2 (2025): December
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v3i2.2538

Abstract

Purpose of the study: This study aims to develop and test a digital counseling model that integrates Mindfulness Cognitive Behavioral Harmony (MCBH) with digital tools to enhance students’ learning comfort and happiness in educational contexts. Methodology: A Research and Development design using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was employed. Data were collected through questionnaires assessing model validity, practicality, learning comfort, and learning happiness from 280 elementary school students in Bali, Indonesia. The data were analyzed using descriptive and inferential statistics to determine the effectiveness of the model. Main Findings: The study found that the MCBH digital counseling model significantly enhanced students’ emotional regulation, learning comfort, and happiness. The digital tools used, including mobile applications and online platforms for mindfulness exercises and cognitive behavioral therapy techniques, were highly effective in providing accessible, continuous emotional support. This technology not only complemented traditional counseling methods but also contributed to the learning process by fostering sustained engagement, improved focus, and enhanced academic performance, showing how digital platforms can serve a pedagogical function in education. Novelty/Originality of this study: This study introduces a digital counseling model integrating mindfulness, cognitive behavioral therapy, and local cultural wisdom (Tri Hita Karana). It demonstrates how digital tools enhance emotional regulation, student engagement, and learning outcomes through continuous support and real-time feedback. The model contributes to educational technology by offering a scalable, sustainable, and culturally responsive approach to student well-being and learning support.
MODEL PSIKOMOTOR HARROW DALAM PROJECT BASED LEARNING (PJBL) MELALUI MEDIA AUGMENTED REALITY PADA MATA PELAJARAN PENDIDIKAN AGAMA HINDU I Made Sukma Muniksu; Sukra Warpala, I Wayan; Sudarma, I Komang; I Kadek Suartama
Guna Widya: Jurnal Pendidikan Hindu Vol 13 No 1 (2026): Volume 13 Nomor 1 Maret 2026
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pembelajaran praktik ritual dalam Pendidikan Agama Hindu, khususnya materi Banten Pejati di sekolah dasar, sering menghadapi kendala visualisasi yang menghambat pengembangan keterampilan psikomotor siswa. Penelitian ini bertujuan untuk mengonstruksi model pembelajaran yang mengintegrasikan Taksonomi Psikomotor Harrow, Project Based Learning (PjBL), dan media Augmented Reality (AR) guna mengatasi permasalahan tersebut. Metode penelitian yang digunakan adalah metode kualitatif dengan pendekatan pengkajian teks, di mana peneliti mengumpulkan dan menganalisis data dari jurnal-jurnal penelitian relevan serta literatur teoretis untuk memahami dinamika hubungan antarvariabel secara mendalam. Hasil analisis menunjukkan bahwa integrasi ketiga komponen ini membentuk sinergi pedagogis yang efektif yaitu: teknologi AR berperan vital dalam menurunkan beban kognitif pada tahap awal taksonomi Harrow (perception dan set) melalui visualisasi 3D, sementara sintaks PjBL memfasilitasi perkembangan siswa menuju tahap yang lebih tinggi (guided response hingga nondiscursive communication) melalui pengalaman proyek autentik. Simpulan penelitian ini merekomendasikan model integratif tersebut sebagai pendekatan inovatif yang tidak hanya meningkatkan kompetensi psikomotorik secara terukur, tetapi juga mendukung pelestarian kearifan lokal dalam ekosistem pendidikan digital.
Co-Authors A.A. Gede Agung Adrianus I Wayan Ilia Yuda Sukmana Agung, A. A. Gede Akhris Fuadatus, Sholihah Alexander Hamonangan Simamora Anak Agung Gede Agung, Anak Agung Gede Angga, Pande Made Weda Aniek Suryanti Kusuma Apsari, Putu Linda Ardana, I Wayan Ardika, Gede Arianti, Ni Kadek Lilik Arta, I Made Astiti, Putu Juli Astuti, Ni Komang Gina Bramasta, I Gede Bayu Cantona, I Gede Eric Cok. Istri Raka Marsiti Desak Putu Parmiti Dewa Gede Agus Putra Prabawa Dewantara, Kadek Andre Karisma Dewi Jumaheni, I Gusti Ayu Irma Dewi, Anak Agung Sri Dewi, Deshinta A Diartha, Pande Made Pradnya Drs. I Nyoman Murda,M.Pd. . Fauziyah, Syifa'ul Febriyanti, Dinda Dwi Gede Wira Bayu Geni, Komang Hendra Yoga Wijaya Ginting, Dikki Aleksander Hamonangan, Alexander Simamora Hariani, Ni Luh Widi Hastari, Gusti Ayu Wina Hermayanti, Putu I Dewa Kade Tastra I Gede Astawan I Gede Wahyu Suwela Antara I Gusti Ngurah Japa I Gusti Ngurah Puger I Kadek Suartama I Ketut Gading I Made Sukma Muniksu I Made Tegeh I Nyoman Jampel I Nyoman Laba Jayanta I Nyoman Suka Ardiyasa, I Nyoman Suka I Wayan Santyasa I Wayan Sujana I Wayan Sukra Warpala Ignatius I Wayan Suwatra Jian-Bang Deng Kade Sathya Gita Rismawan . Kadek Panji Yustisio Kadek Yudiana Kamaludin, Desmon Ketut Agustini Ketut Pudjawan Ketut Somenadi Ketut Susiani Lase, Kurnia Sotatema Lende, Aloysius Ngongo Leonardo Veliz Lyesmaya, Dyah M.Pd Drs. I Ketut Dibia,S.Pd . M.Pd S.T. S.Pd. I Gde Wawan Sudatha . Made Sugiarta Made Sumantri Mahadewi, Luh Putu Putrini Manissa, Athalla Martini, Putu Wida Sri Melyastiti, Ni Made Mugi Rahayu Nanda, Kadek Krisna Ni Komang Tendriana Merdeka Wati Ni Made Asih Suastini Ni Nyoman Parwati Ni Wayan Arini Ni Wayan Rati Nirarta, Anak Agung Gde Agung Dwi Angga Nugraha, Gusti Ngurah Satria Pasek, I Gede Sadhu satwika Pasek, I Gede Sadhu Satwika Ponza, Putu Jerry Radita Prabanitha, Made Indah Praditya, Putu Agus Dellon Pujiani, N.L Nopi Putra, I Kadek Adhi Dharma Putra, I Wayan Eka Santika Putri, Ni Made Lastri Karsiani Putri, Nyoman Prasilia Ariandi Putri‎, Dewi ‎Arum Widhiyanti Metra Putu Parmiti, Desak rizky, Miftahul S.Pd. Luh Putu Sri Lestari . Sagita, Gede Doni Harta Sari, Ni Luh Chintya Sawitri, Luh Gede Septiani, Putu Ersa Setiawan, I Made Dedi Siddiq, Yunia Isni Sine, Heny Mathelda Cornelia Suarmika, Pande Bagus Andika Sudarwati, Ni Ketut Ari Sudatha, Gde Wawan Sudiartini, Ni Pande Kadek Dewi Sukayanti, 134 PENGEMBANGAN BLENDED LEARNING TIPE F Sundria, Ida Bagus Nyoman Suyadnya, I Gusti Bagus Wangi, Ni Nengah Ayu Widiana, I Komang Widiani, Ni Nyoman Widiarti, Ni Komang Windayani, Ni Luh Ika Wiraha, Made Adi Wisada, Putu Darma Yana, Ni Luh Ely Yasa, Gede Kusuma Yuda S, Adr. I Wayan Ilia Zikrun, Anastasya Qori