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RPG Game “The English Kingdom” in English Learning Subakti, Ketut Priadnyana Subakti; I Made Tegeh; I Gde Wawan Sudatha
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.78795

Abstract

English language learning is an increasingly important need in the era of globalization, considering the role of this language as a means of international communication. However, students often consider conventional learning methods less enjoyable, especially at the secondary education level, thus reducing learning motivation and competency achievement. Gamification has been highlighted as an innovation that has increased student engagement in learning. This study attempts to integrate gamification into RPG game-based learning media that is feasible to use. This study aims to analyze the effectiveness of using The English Kingdom game in improving students' English skills, especially in vocabulary, grammar, and speaking. This type of research is development research. The subjects involved in this study were class VIII. The data collection method used was observation with quantitative data analysis. The RPG game product "The English Kingdom" was developed using the ADDIE model. The RPG game product was considered good and feasible based on expert, student and teacher assessments. Overall, the study results showed that the RPG game "The English Kingdom" achieved very good criteria, so it was concluded that the product development of this research was very feasible to be applied in learning. This study's implications are expected to contribute significantly to the development of technology-based interactive learning media, especially in English language learning.
Animated learning on "Environment is our friend" Topic in Social Science Subject Ni Wayan Yuna Kharismayani; I Gde Wawan Sudatha; I Gusti Ayu Tri Agustiana
International Journal of Elementary Education Vol 6 No 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i3.53452

Abstract

The lack of learning media has an impact on students' low motivation and learning outcomes. This study aims to develop a learning animation product on the social studies content for the Environmental Materials of Our Friends. This type of research is development research using the ADDIE model. The test subjects are 1 learning material expert, 1 learning media expert, and 1 learning design expert. The experiment subjects were fifth-grade elementary school students collected 30 students. Methods of data collection using a questionnaire. The data collection instrument used a questionnaire. The data analysis technique used in this research is descriptive qualitative statistical analysis and quantitative descriptive statistical analysis. The study results are the results of the assessment given by learning material experts, namely 98% (very good). The assessment given by learning media experts is 90% (very good). The assessment given by the learning design is 94% (very good). The trial results get an individual score of 100% (very good). The results of the small group trial were 98% (very good). The results of the large group trial were 92% (very good). It was concluded that the learning animation on the Social Science content of the Environmental Materials of Our Friends is suitable for learning.
Pop up Book Satua Bali Lutung Teken Kekua Memaling Isen pada Topik Bagian Tubuh Tumbuhan untuk Meningkatkan Literasi Sains Siswa Gusti Ayu Neta Putri Widayanti; I Gede Margunayasa; I Gde Wawan Sudatha
Journal of Education Action Reseach Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i1.91448

Abstract

Permasalahan tentang pembelajaran yang kurang tepat karena minimnya media pembelajaran yang tersedia menyebabkan rendahnya literasi sains siswa kelas IV SD. Penelitian ini bertujuan untuk memecahkan masalah terkait rendahnya literasi sains siswa maka dikembangkan Pop up Book Satua Bali. Penelitian ini berjenis penelitian pengembangan dengan menerapkan model pengembangan ADDIE. Metode pengumpulan data yang digunakan pada penelitian ini terdiri dari metode tes, dan metode kuesioner. Teknik analisis data menggunakan analisis deskriptif kualitatif dan kuantitatif dan statistik inferensial. Hasil penelitian menyatakan bahwa hasil uji validitas oleh ahli media dan ahli materi dari Pop up Book Satua Bali Lutung Teken Kekua Memaling Isen memperoleh skor dengan kualifikasi sangat valid. Hasil uji kepraktisan terhadap respon pengguna Pop up Book Satua Bali Lutung Teken Kekua Memaling Isen memperoleh kepraktisan sangat baik. Setelah melakukan uji coba Pop up Book Satua Bali Lutung Teken Kekua Memaling Isen, ditemukan adanya perbedaan yang signifikan dalam kemampuan literasi sains siswa.  Hasilnya menunjukkan bahwa Pop up Book Satua Bali Lutung Teken Kekua Memaling Isen valid, praktis dan efektif untuk meningkatkan literasi sains siswa. Penelitian ini diharapkan mampu menjadi ide dan memberi solusi bagi permasalahan yang sama tentang literasi sains yang rendah.
Enhancing Science Learning Outcomes Through a Higher Order Thinking Skills-Based Educational Game on the Solar System Singta, Aprida; I Gde Wawan Sudatha
Thinking Skills and Creativity Journal Vol. 7 No. 2 (2024): Oktober
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/tscj.v7i2.82290

Abstract

This study is motivated by the lack of instructional media that can support science learning (IPAS), which has consequently led to low student learning outcomes. The study aims to develop an educational game based on Higher-Order Thinking Skills (HOTS) for science subjects, specifically on the topic of the solar system, and to analyze the validity and effectiveness of the developed product. This research follows a development research design using the ADDIE model. The study participants include subject matter experts, instructional design experts, educational media experts, and students for individual and small-group trials. Data collection methods consist of questionnaires and tests, while data analysis techniques involve quantitative descriptive analysis and inferential statistics. The results indicate that the subject matter expert validation received a score of 100%, instructional design expert validation scored 96%, and educational media expert validation scored 94%. The individual trial obtained a score of 95.33%, while the small-group trial achieved a score of 95.11%. Hypothesis testing results demonstrate a significant difference between students' performance before and after using the HOTS-based educational game on the solar system topic. This finding suggests that the HOTS-based educational game for science subjects is effective in improving student learning outcomes.
Optimizing Digital Potential: The Impact of ICT Literacy on the Success of Undergraduate Thesis Writing in the Information Age Triyana, I Gusti Ngurah; I Made Candiasa; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i1.82584

Abstract

Low levels of Information and Communication Technology (ICT) literacy among students hinder their ability to access, manage, and integrate digital information essential for thesis writing. This study aims to analyze the impact of ICT literacy on students' thesis writing ability. Employing a quantitative approach with an ex-post facto design, this study involved a sample of 162 alumni. Data were collected through a Likert scale questionnaire to measure ICT literacy and a thesis evaluation rubric to assess students' academic writing performance. Data analysis was conducted using Structural Equation Modeling (SEM) with LISREL 8.80 software, including normality testing, measurement model evaluation, and structural model analysis. The results indicate a significant and positive relationship between ICT literacy and students’ thesis writing ability (tvalue = 6.04 > 1.96; path coefficient = 0.53). The measurement model demonstrated valid indicators (standardized loading factor > 0.5) and reliable constructs (Composite Reliability > 0.7; Average Variance Extracted > 0.5). The technical, cognitive, and socio-emotional dimensions of digital literacy played a substantial role in enhancing students’ academic performance. The study concludes that ICT literacy is a key factor in the academic progress of final-year students, with important implications for the development of targeted digital literacy enhancement programs.
Interactive Multimedia Based on Problem-Based Learning for Pancasila Content in Grade IV Elementary School Students Syebi Ertha Ariani; I Gde Wawan Sudatha; Adrianus I Wayan Ilia Yuda Sukmana
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i1.85782

Abstract

This research is motivated by the less than optimal utilization of digital media, which affects student learning outcomes. This study aims to (1) Analyze the design of interactive multimedia development on Pancasila content for grade IV. (2) Analyze the validity of expert tests on learning content, learning design experts, learning media experts, individual trials, and small group trials on interactive multimedia products on Pancasila content for grade IV Elementary Schools, and (3) Analyze the effectiveness of interactive multimedia on Pancasila content for grade IV Elementary Schools after being used in learning. This research is classified as a type of development research using the ADDIE model. The subjects involved in this study were 3 experts and grade 4 Elementary School students. Data were collected using interview methods, observation, questionnaires and multiple-choice objective tests. Data analysis techniques were qualitative descriptive analysis, quantitative descriptive analysis and inferential statistical analysis (t-test). The study showed very good validation results: subject experts (95.5%), instructional media experts (94%), individual trials (92.44%), and small group trials (94.81%), while instructional design experts rated it good (88.75%). The effectiveness results showed that there was a difference in student learning outcomes after implementing interactive multimedia based on problem based learning on Pancasila content. It was concluded that interactive multimedia based on problem based learning is feasible and effective to be applied to Pancasila content for grade IV Elementary Schools. The innovation of interactive multimedia based on problem based learning has significant implications for the learning process.
Video Pembelajaran Interaktif pada Mata Pelajaran PKN Siswa Kelas VIII Dewi Meylani; I Nyoman Jampel; I Gde Wawan Sudatha
Mimbar Pendidikan Indonesia Vol. 3 No. 3 (2022): September
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v3i3.58025

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan rendahnya daya serap siswa terhadap pemahaman materi Ilmu Pengetahuan Alam (IPA). Penelitian ini bertujuan untuk mengembangkan video pembelajaran interaktif yang bertujuan untuk mempermudah guru dalam menyampaikan materi secara menyenangkan dimanapun dan kapanpun sehingga waktu pembelajaran menjadi lebih efektif dan efisien. Jenis penelitian ini adalah pengembangan (R&D) dengan desain ADDIE. Subjek dari penelitian ini adalah siswa kelas VIII SMP Negeri 2 Tabanan yang berjumlah 28 orang. Penelitian ini menggunakan kuesioner dan tes sebagai metode dan instrumen pengumpulan data. Hasil penelitian mengindikasikan bahwa (1) video pembelajaran interaktif dinyatakan valid dengan hasil review ahli isi mata pelajaran sebesar 96,00%, ahli desain pembelajaran sebesar 94,00% dan ahli media pembelajaran sebesar 94,00% serta respon angket peserta didik, yaitu uji coba perorangan sebesar 96,66%, kelompok kecil sebesar 97,14%, dan lapangan sebesar 94,57% (semua hasil validitas produk memiliki taraf sangat baik); (2) produk media video pembelajaran interaktif terbukti efektif digunakan berdasarkan hasil pre-test sebesar 37,14 (kurang), dan post-test sebesar 80,51 (baik) dan sesuai perhitungan dengan uji-t diperoleh hasil pada kolom signifikansi (2-tailed) sebesar 0,000. Hasil tersebut menunjukkan bahwa signifikansi kurang dari 0,05 (p<0,05) sehingga H0 ditolak dan H1 diterima, artinya terdapat perbedaan yang signifikan hasil belajar siswa sebelum dan sesudah mengikuti pembelajaran menggunakan video pembelajaran interaktif pada mata pelajaran PKN siswa kelas 8 SMP N 2 Tabanan tahun ajaran 2021/2022. Implikasi dari penelitian ini adalah penggunaan video pembelajaran interaktif dapat menjadi alternatif yang bermanfaat dalam meningkatkan efektivitas pembelajaran IPA di kelas.
Augmented Reality Media About the Solar System to Improve Learning Outcomes of Fourth Grade Elementary School Students A.A. Komang Melia Sukmawati; I Gde Wawan Sudatha; I Kadek Edi Yudiana
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91122

Abstract

The limitations of interactive and contextual learning media are one of the factors that hinder students' understanding of the solar system concept, while also contributing to low learning outcomes. This study aims to develop and test Augmented Reality (AR)-based learning media that are valid, practical, and effective in improving students' learning outcomes on solar system material in IPAS content. The type of research used is development research (Research and Development) with the ADDIE model. The research subjects consist of 24 sixth-grade elementary school students. Data collection techniques included expert validation using a rating scale questionnaire, practicality testing by teachers and students through questionnaires, and objective tests in the form of pre-tests and post-tests to measure learning outcomes. The data obtained were analysed quantitatively through validity tests, practicality tests, and statistical tests using the Paired Sample T-Test to determine the significance of the improvement in learning outcomes. The results showed that the developed AR media had high validity and practicality and was effective in improving students' understanding and learning outcomes. The conclusion of this study indicates that AR-based media can be an innovative solution to improve the quality of learning on solar system material. The implications of this study point to the wider use of AR technology in thematic learning in elementary schools.
SIBIJAK: An Interactive Learning Multimedia Innovation Based on Contextual Teaching and Learning (CTL) I Made Dika Anggara; Ketut Agustini; I Gde Wawan Sudatha
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.97948

Abstract

21st-century education should be implemented by emphasizing the development of student competencies that are relevant to the demands of the times, rather than merely focusing on the mastery of factual knowledge. However, students often find it difficult to understand the material, which hinders the development of their critical thinking skills. In addition, existing learning resources tend to emphasize memorization, making them less engaging. Students show greater interest in learning through interactive digital media and materials connected to real-life contexts. This study aims to develop and test the validity, practicality, and effectiveness of CTL-based interactive multimedia learning to improve the critical thinking skills of 10th grade students in high school. The multimedia, named SIBIJAK (Interactive Learning System for Internet and Computer Networks), was designed using the AM3PU3 model. The validity of the multimedia was measured using instruments based on LORI version 2.0, its practicality was assessed with the UEQ instrument, and its effectiveness was evaluated using a critical thinking test instrument. The results indicate that the multimedia is highly valid, practical with an excellent rating in every aspect, and effective in improving student learning outcomes. The effectiveness test produced an N-Gain score of 0.68 (medium category), with a classical mastery percentage of 84.38% (very good). These findings support the conclusion that CTL-based interactive multimedia can significantly enhance critical thinking skills. The implication of this study is the enrichment of learning media diversity, and most importantly, the development of multimedia that supports students’ 21st-century learning skills.
Multimedia Interaktif BUDLI (Body Literasi) : Multimedia Interaktif Pada Mata Pelajaran Bahasa Inggris Untuk Meningkatkan Literasi Digital Siswa kelas V Sekolah Dasar Ni Made Dwitayani; I Gde Wawan Sudatha; I Made Tegeh
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.98495

Abstract

Preliminary observations revealed low levels of digital literacy and student learning outcomes in English subjects. This condition necessitates the development of instructional media that responds to the demands of 21st-century learning. This study aims to design and develop the BUDLI interactive multimedia, validate its quality through expert assessments and limited trials, and evaluate its effectiveness in enhancing digital literacy and English learning outcomes of fifth-grade elementary school students. This research is a development study employing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 30 fifth-grade students. Data were collected through questionnaires and tests, and analyzed using qualitative descriptive, quantitative descriptive, and inferential statistical methods (t-test). The findings show that: (1) the development process of BUDLI interactive multimedia followed the ADDIE stages systematically; (2) the multimedia was deemed valid based on assessments by content experts (96%), design experts (93%), media experts (95%), individual trials (92%), and small group trials (79.32%); and (3) BUDLI interactive multimedia was proven effective in improving digital literacy and learning outcomes, as indicated by the t-test significance value of 0.0001 < 0.05. It is concluded that BUDLI interactive multimedia is effective as a learning tool to support the enhancement of digital literacy and English learning outcomes in elementary education.