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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.
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.
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.
Unplugged Coding and Tri Hita Karana in Fostering Thinking and Environmental Awareness Ni Wayan Rati; I Gde Wawan Sudatha; Kadek Ari Dwiarwati; Kadek Yogi Parta Lesmana; Esaputra, I Nyoman Tri; C. Chiu
Jurnal Pendidikan IPA Indonesia Vol. 14 No. 2 (2025): June 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v14i2.24212

Abstract

The increasing demand for Computational Thinking (CT) and Environmental Awareness (EA) in elementary science education highlights the need for innovative and culturally relevant learning approaches. However, traditional science teaching methods often emphasize rote memorization rather than problem-solving and ecological responsibility, leading to a lack of deeper conceptual understanding among students. This study investigates the influence of Unplugged Coding Learning integrated with Tri Hita Karana (THK) spiritual values on the development of CT and EA in elementary school students. This research employs a quasi-experimental design with a pretest-posttest control group approach. Data were collected using multiple-choice assessments for CT and EA and were analyzed using Multivariate Analysis of Variance (MANOVA) to determine the effectiveness of the intervention. The results indicate that students who participated in Unplugged Coding Learning with THK values demonstrated significantly higher gains in CT skills (logical reasoning, problem-solving, and pattern recognition) and EA (understanding sustainability and conservation principles) compared to the control group. The Palemahan aspect of THK, which emphasizes harmony with nature, contributed to students’ increased awareness of environmental issues. These findings suggest that integrating local wisdom into STEM education enhances both cognitive and ethical development. The study implies that culturally embedded educational approaches can bridge computational problem-solving skills with environmental consciousness, fostering a more holistic learning experience. Future research should explore long-term impacts and adaptability of this model across different educational settings.
Interactive mobile learning to improve computational thinking and achievement in digital systems courses Anak Agung Gde Ekayana; Desak Made Dwi Utami Putra; I Gde Wawan Sudatha
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 4 (2025): December (On Progress)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i4.89321

Abstract

The digital era has fundamentally transformed classroom instructional approaches, shifting the focus from completing subject matter to meaningful student engagement and active knowledge construction. Grounded in constructivist learning theory and principles of computational thinking, this study aims to examine the effectiveness of interactive mobile learning as a technology-enhanced instructional innovation in digital systems education. The innovation integrates multimedia, interactivity, and problem-based activities to support students’ analytical and algorithmic reasoning. A quasi-experimental method was employed, involving 112 students enrolled in a digital systems course, with a nonequivalent control group pretest–posttest design. Data were analysed through multivariate analysis of covariance, independent T-tests, and N-gain analysis to evaluate learning effectiveness. The results revealed significant effects, both partial and simultaneous, with the experimental group consistently outperforming the control group. T-test findings indicated statistically significant differences between students using interactive mobile learning and those receiving conventional instruction. Furthermore, N-gain analysis showed improvements of 0.65 in computational thinking skills and 0.70 in learning achievement, categorised as medium to high gains. These findings confirm that interactive mobile learning effectively enhances learning outcomes. Therefore, it is recommended that educators integrate interactive mobile learning into digital systems instruction to foster students’ computational thinking and academic achievement.
Ethno-Gamification Platform for Mathematics Learning Based on Balinese Local Wisdom Challenges I Ketut Lokasanti; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha; I Ketut Lokasanti; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha; I Wayan Sukra Warpala
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 6 No. 8 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v6.i8.2026.14

Abstract

The gap between the abstraction of middle school mathematics material and the real-life challenges faced by students in Bali creates an urgent need to implement a pedagogical innovation that not only utilises technology but is also rooted in the local Balinese cultural context to reduce declines in learning motivation and math anxiety in middle school. The purpose of this research is to develop an Ethno-Gamification Platform as a medium for mathematics learning, based on the challenges of local Balinese wisdom, for junior high school students. This research is a development study using the Borg and Gall development model, modified into five main stages: research and field data collection, planning, design development, initial testing, and revision of initial testing. The research subjects were selected using the Purposive Sampling technique, which involved IT experts, education experts, IT education evaluators, teachers, and junior high school students in Bali. The data collection technique in this study employed a 5-point Likert-scale questionnaire. The data analysis technique applied is a quantitative descriptive approach, using a percentage calculation formula to categories the platform's level of validity and effectiveness. The research shows that the effectiveness of the Ethno-Gamification Platform for Mathematics Learning Based on Local Wisdom Challenges in Bali is 86.5%, categorising it as very effective. This research successfully developed the Ethno-Gamification Platform as a highly effective, innovative, and responsive medium for teaching mathematics based on local wisdom challenges in Bali for junior high school students.