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Contextual Learning Animation Video for Science Subject Content in Grade IV Elementary School Pasaribu, Noni Linzilah Mona; Suartama, I Kadek; Sukmana, Adrianus I Wayan Ilia Yuda
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.v5i2.99419

Abstract

The low student learning outcomes indicate the need for innovative instructional media that can enhance students' motivation and understanding. This study aims to: (1) design and develop a contextual-based interactive animated video as a learning medium for the topic "Moving Energy"; (2) assess the validity of the media; and (3) examine the effectiveness of the media on student learning outcomes. This research is a development study (R&D) employing the ADDIE model. Validity data were collected through expert reviews by content, instructional design, and media experts, as well as individual, small group, and field trials. Effectiveness data were obtained from students’ pre-test and post-test scores and analyzed using a paired t-test. The validity results showed that the media was highly feasible, with the following percentages: content expert 94.12%, instructional design expert 94.60%, and media expert 97.50%; individual trial 96.00%, small group trial 96.89%, and field trial 95.03%. The effectiveness test revealed a highly significant improvement in learning outcomes, with an average difference of -53.409, t-value of -88.224, and significance level of 0.00 (p < 0.05). These findings imply that contextual-based interactive animated video media can serve as an alternative solution to enhance the quality of IPAS learning in elementary schools.
E-Modul Berpendekatan Kontekstual pada Mata Pelajaran Bahasa Inggris Pasaribu, Marintan Laurentcya; Parmiti, Desak Putu; Yuda Sukmana, Adrianus I Wayan Ilia
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.13633

Abstract

Penelitian ini bertujuan untuk mendeskripsikan rancang bangun, dan mengetahui validitas dan efektivitas e-modul berpendekatan kontekstual untuk meningkatkan hasil belajar siswa. Model ADDIE lima tahap digunakan dalam pengembangan penelitian ini, yaitu tahap analisis , tahap desain, tahap pengembangan, tahap implementasi, dan tahap evaluasi, Hasil penelitian menunjukkan bahwa e-modul yang dikembangkan memperoleh hasil validasi ahli isi, ahli desain, dan ahli media dengan rata-rata skor sebesar 86,88% skor tersebut berada pada rentang nilai 85,01%-100,00% dengan kualifikasi sangat valid/layak digunakan . Hasil uji efektivitas memperoleh nilai signifiikansi (2-tailed) 0,000 < 0,05 sehingga terdapat perbedaan hasil belajar sebelum dan sesudah menggunakan E-modul. Jadi E-modul berpendekatan kontekstual layak dan efektif digunakan dalam mata pelajaran Bahasa Inggris. Kata Kunci: Pendekatan Kontekstual, E-modul, ADDIE
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.
Enhancing Scientific Conceptualization and Responsibility in Deaf Learners Through Technology-Enhanced Learning: Development and Validation of a Digital Fun Thinkers Tool Agustiana, I Gusti Ayu Tri; Tika, I Nyoman; Sukmana, Adrianus I Wayan Ilia Yuda; Astawan, I Gede; Pahmi, Samsul; Bayuaji, Luhur
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.v3i2.2495

Abstract

Purpose of the study: This study aims to design, develop, and validate a culturally adapted Digital Fun Thinkers learning tool to enhance scientific conceptualization and learning responsibility among deaf and hard-of-hearing elementary students in Bengkala Village, Bali, Indonesia. Methodology: This study employed the ADDIE instructional design model and a one-group pretest–posttest quasi-experimental design. The Digital Fun Thinkers tool was developed as an interactive multimedia application. Data were analyzed using Aiken’s V, paired-sample t-test, and normalized gain (N-Gain). Main Findings: Expert validation indicated high validity (media experts: V = 0.9583; material experts: V = 0.9350) and very practical use (user satisfaction = 81.39%). Students’ scientific conceptualization improved significantly (t = -37.997, p < 0.001; N-Gain = 0.7338, large effect). Learning responsibility averaged 66.28 (very high category). Novelty/Originality of this study: This study introduces a culturally grounded digital learning tool integrating Kata Kolok sign language, gamified features, and local scientific contexts for deaf learners. It advances inclusive science education by providing empirically validated, technology-enhanced resources tailored to marginalized DHH communities in rural settings.
THE EFFECT OF QUANTUM LEARNING ASSISTED BY AUDIO VISUAL ON THE SELF EFFICACY OF FIFTH GRADE STUDENTS Ni Luh Ayu Nita Darmayanti; I Gusti Ayu Tri Agustiana; Adrianus I Wayan Ilia Yuda Sukmana
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 4 (2020): July
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i2.8050

Abstract

This study aims to determine the effect of the quantum learning model assisted by audio visual media on the self efficacy of fifth grade student in social studies subject in Elementary School at Gugus III Tembuku, Bangli in the academic year 2019/2020. This research was a quasi experimental study with a nonequivalent posttest only control grup design. The populations in this study were all fifth grade students of Gugus III Tembuku, Bangli in the academic year 2019/2020 with 186 students. The research sample consisted of 34 students in grade 5 of SD Negeri 5 Yangapi as an experimental grup and fifth grade students of SD Negeri 1 Yangapi as a control group with 26 students. This research used data collection methods with non test techniques. The non-test technique used was a questionnaire to look for self-efficacy data for fifth grade students in social studies subjects. The data of this study were analyzed with descriptive analysis techniques and inferential statistics (t-test). The average acquisition of the experimental group questionnaire was 98, while the average results of the control group questionnaire was 89, 96. Based on the significance level of 5% and dk = 58, it was obtained ttable = 2.001 while the value of tcount = 4.935. So tcount> ttable which proved that H0 is rejected and H1 was accepted. Thus, it can be concluded that there was an influence of the quantum learning model assisted by audio visual media on the self efficacy of Grade 5 students in Social Sciences of Elementary School Gugus III Tembuku, Bangli in the academic year 2019/2020.
Media Fun Thinkers Digital untuk Meningkatkan Pemahaman Konsep Siswa Tunarungu pada Materi Tempat Hidup Hewan dan Tumbuhan Muhammad Adnan Pramono; I Gusti Ayu Tri Agustiana; Adrianus I Wayan Ilia Yuda Sukmana
JURNAL PENA Vol 13 No 1 (2026)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/5jvkbj81

Abstract

Penelitian ini dilatarbelakangi oleh pesatnya perkembangan teknologi yang mendorong pemanfaatan media digital dalam pembelajaran, termasuk siswa berkebutuhan khusus. Penelitian ini bertujuan untuk mengembangkan media fun thinkers digital yang valid, praktis, dan efektif untuk meningkatkan pemahaman konsep siswa tunarungu. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang meliputi tahapan Analyze, Design, Development, Implementation, dan Evaluation. Penelitian dilaksanakan di SD Negeri 02 Bengkala dan SLB Negeri 01 Buleleng. Teknik pengumpulan data meliputi kuesioner analisis kebutuhan, lembar validasi ahli, kuesioner kepraktisan, dan tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media fun thinkers digital memiliki tingkat validitas tinggi dengan nilai sebesar 0,92 untuk ahli media dan 0,90 untuk ahli materi. Kepraktisan media juga berada pada kategori sangat tinggi dengan rata-rata persentase sebesar 92,39%. Uji efektivitas menunjukkan adanya perbedaan signifikan (p < 0,05) dan N-Gain sebesar 0,76 yang tergolong tinggi. Dapat disimpulkan bahwa media fun thinkers digital valid, praktis, dan efektif meningkatkan pemahaman konsep siswa tunarungu melalui pembelajaran visual dan interaktif sesuai dengan karakteristik mereka.
Enhancing Scientific Conceptualization and Responsibility in Deaf Learners Through Technology-Enhanced Learning: Development and Validation of a Digital Fun Thinkers Tool Agustiana, I Gusti Ayu Tri; Tika, I Nyoman; Sukmana, Adrianus I Wayan Ilia Yuda; Astawan, I Gede; Pahmi, Samsul; Bayuaji, Luhur
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.v3i2.2495

Abstract

Purpose of the study: This study aims to design, develop, and validate a culturally adapted Digital Fun Thinkers learning tool to enhance scientific conceptualization and learning responsibility among deaf and hard-of-hearing elementary students in Bengkala Village, Bali, Indonesia. Methodology: This study employed the ADDIE instructional design model and a one-group pretest–posttest quasi-experimental design. The Digital Fun Thinkers tool was developed as an interactive multimedia application. Data were analyzed using Aiken’s V, paired-sample t-test, and normalized gain (N-Gain). Main Findings: Expert validation indicated high validity (media experts: V = 0.9583; material experts: V = 0.9350) and very practical use (user satisfaction = 81.39%). Students’ scientific conceptualization improved significantly (t = -37.997, p < 0.001; N-Gain = 0.7338, large effect). Learning responsibility averaged 66.28 (very high category). Novelty/Originality of this study: This study introduces a culturally grounded digital learning tool integrating Kata Kolok sign language, gamified features, and local scientific contexts for deaf learners. It advances inclusive science education by providing empirically validated, technology-enhanced resources tailored to marginalized DHH communities in rural settings.
PENGEMBANGAN MEDIA INTERAKTIF MATEMATIKA UNTUK SISWA KELAS VII DI SLN NEGERI SINGARAJA Gede Doni Harta Sagita; I Komang Sudarma; Adrianus I Wayan Ilia Yuda Sukmana
Jurnal Edutech Undiksha Vol. 6 No. 1 (2018): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v6i1.20272

Abstract

Penelitian ini bertujuan untuk (1) untuk menggambarkan rancang bangun media pembelajaran matematika interaktif smplb tuna rungu yang dikembangkan, (2) untuk mengetahui kualitas media pembelajaran matematika interaktif smplb tuna rungu yang dikembangkan ditinjau dari kevalidan, kepraktisan dan kefektifannnya, (3) untuk mengetahui apakah terdapat perbedaan hasil belajar matematika antara siswa smplb tuna rungu yang pembelajarannnya menggunakan media interaktif dengan pembelajaran konvensional. Metode pengumpulan data yang digunakan, yaitu: (1) wawancara, dan (2) metode kuesioner, dan (3) metode tes. Analisis data menggunakan analisis deskriptif kualitatif, kuantitatif dan statistik inferensial/induktif uji-t. Model pengembangan waterfall terdiri dari 6 tahapan, yaitu tahap Analisis (Analysis), Tahap perancangan (Design), Tahap implementasi (implementation), Tahap pengujian (testing), Tahap deployment, Tahap pemeliharaan (maintenance). Dalam Kelayakan pengembangan media inteeraktif pembelajaran berdasarkan penilaian ahli isi mata pelajaran 99% mendapatkan predikat sangat baik, ahli desain pembelajaran 98% mendapatkan predikat baik, ahli media pembelajaran 98% mendapatkan predikat sangat baik, uji coba perorangan 94% mendapatkan predikat sangat baik, uji coba kelompok kecil 94% mendapatkan predikat sangat baik, uji coba lapangan 91,66%mendapatkan predikat sangat baik. Berdasarkan hasil uji-t diperoleh t hitung = 7,61 untuk db = 16 dan taraf signifikan 5% t tabel = 1,74588. disimpulkan bahwa nilai posttest lebih baik atau bagus dibandingkan dengan nilai pretest. Sehingga dapat diinterpretasikan bahwa dengan menggunakan media interaktif pembelajaran matematika dapat meningkatkan hasil belajar matematikaKata Kunci: Matematika, Model Pengembangan, Media Interaktif
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN BERORIENTASI PENDIDIKAN KARAKTER DI SD NEGERI 2 BANJAR BALI Made Ayu Desy Anandani; I Made Tegeh; Adrianus I Wayan Ilia Yuda Sukmana
Jurnal Edutech Undiksha Vol. 6 No. 1 (2018): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v6i1.20274

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar PKn siswa. Penelitian ini adalah penelitian pengembangan dan model pengembangan yang digunakan adalah model ADDIE. Penelitian ini memiliki tiga tujuan, yaitu untuk (1) mendeskripsikan rancang bangun pengembangan multimedia pembelajaran berorientasi pendidikan karakter, (2) mengetahui validitas produk pengembangan multimedia pembelajaran berorientasi pendidikan karakter, dan (3) mengetahui efektiftas multimedia pembelajaran berorientasi pendidikan karakter. Metode pengumpulan data yang digunakan adalah metode pencatatan dokumen, angket, wawancara, dan tes. Data terkumpul dianalisis dengan teknik analisis deskriptif kualitatif, teknik analisis deskriptif kuantitatif, dan teknik analisis statistik inferensial (uji-t). Hasil penelitian adalah sebagai berikut. (1) Rancang bangun multimedia pembelajaran berorientasi pendidikan karakter dengan model ADDIE meliputi lima tahapan sebagai berikut: tahap analisis, tahap perancangan, tahap pengembangan, tahap implementasi, dan tahap evaluasi. (2) Multimedia pembelajaran berorientasi pendidikan karakter yang dikembangkan valid dengan: (a) hasil review ahli isi mata pelajaran menunjukkan produk berpredikat sangat baik (97,96%), (b) hasil review ahli media menunjukkan produk berpredikat sangat baik (92,5%), (c) hasil review ahli desain pembelajaran menunjukkan produk berpredikat sangat baik (94,54%), (d) hasil uji perorangan menunjukkan produk berpredikat sangat baik (90.41%). Hasil uji kelompok kecil menunjukkan produk berpredikat sangat baik (92,81%). Hasil uji lapangan menunjukkan produk berpredikat sangat baik (91,67%). (3) Efektivitas pengembangan menunjukkan bahwa multimedia pembelajaran berorientasi pendidikan karakter yang dikembangkan efektif meningkatkan hasil belajar PKn (thitung = 24,299 > ttabel = 2,056, pada taraf signifikansi 5%). Ini berarti bahwa multimedia pembelajaran berorientasi pendidikan karakter terbukti efektif secara signifikan dapat meningkatkan hasil belajar PKn.Kata kunci: pengembangan, multimedia, pendidikan karakter.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBASIS PROYEK PADA MATA PELAJARAN BAHASA INDONESIA PADA SISWA KELAS V Ni Putu Erna Yunita Pratiwi; Ketut Pudjawan; Adrianus I Wayan Ilia Yuda Sukmana
Jurnal Edutech Undiksha Vol. 6 No. 1 (2018): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v6i1.20277

Abstract

Penelitian ini bertujuan untuk: (1) mengetahui rancang bangun pengembangan multimedia interaktif berbasis proyek, (2) mengetahui validitas multimedia interaktif berbasis proyek, (3) mengetahui efektivitas multimedia interaktif berbasis proyek pada mata pelajaran Bahasa Indonesia kelas V semester ganap di SD Mutiara Singaraja. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model Luther. Pengumpulan data dilakukan dengan metode pencatatan dokumen, wawancara, kuesioner, dan tes. Analisis data yang digunakan adalah analisis deskriptif kualitatif, kuantitatif, dan statistik inferensial. Hasil dari penelitian ini adalah: (1) Multimedia pembelajaran interaktif dikembangkan dengan model Luther melalui 6 tahapan (concept, design, material collecting, assembly, testing, distribution); (2) validitas multimedia interaktif berdasarkan dari hasil review ahli dikualifikasikan sangat baik. Persentase tingkat pencapaian dari review ahli isi, desain pembelajaran, dan media pembelajaran berturut-turut yaitu 94,67%, 90% dan 95,04%. Berdasarkan dari hasil uji coba produk dikualifikasikan sangat baik. Persentase tingkat pencapaian dari uji coba perorangan, kelompok kecil, dan lapangan berturut-turut yaitu 94,60%, 94,04% dan 94,98%. (3) efektivitas multimedia interaktif menunjukkan rata-rata nilai pre-test 54,05 dan nilai post- test 86,62. Setelah dilakukan perhitungan dengan menggunakan uji-t diperoleh hasil thitung (17,701) > ttabel (1,993) sehingga H0 ditolak dan H1 diterima. Dengan demikian, multimedia interaktif dengan model Luther untuk kelas V di SD Mutiara Singaraja yang dikembangkan efektif untuk meningkatkan hasil belajar Bahasa Indonesia siswa.Kata-kata kunci: Model Luther, Multimedia Interaktif, Pengembangan, Proyek
Co-Authors ., GEDE DONI HARTA SAGI ., I Gde Wawan Sudatha, S.Pd., S.T., M.Pd. ., Kadek Martina ., Made Ayu Desy Anandani ., Ni Putu Erna Yunita Pratiwi ., Putu Darma Wisada ., RIZKI ARYAWAN Alexander Hamonangan Simamora Alexander Hamonangan Simamora Anak Agung Gede Agung Anandani, Made Ayu Desy Anggraeni, Gusti Ayu Putri Antara, I Kadek Nika Ardika, Gede Artanayasa, Wayan Aryadiputra, Gede Prassetya Aryawan, Rizky Desak Putu Parmiti Dewa Made Adi Andhika Nida Dewi, I Gusti Ayu Agung Sri Sasmita Dewi, Ni Kadek Kristia Dewi, Nia Satyawati Dirga Yusa, Anak Agung Gede Dr. I Nyoman Tika,M.Si . Dwiqi, Gede Cris Smaramanik Dziky Muhamad Nurcholif Fakhruddin, Abdur Rozaq Gede Cris Smaramanik Dwiqi Gede Doni Harta Sagita Ginting, Dikki Aleksander Gunawan, I Kadek arya Gusti Ngurah Sastra Agustika I Gde Wawan Sudatha I Gde Wawan Sudatha I Gede Astawan I Gusti Ayu Tri Agustiana I Gusti Nyoman Yudi Hartawan I Kadek Suartama I Ketut Tresna Pradnya Yudana I Komang Sudarma I Komang Sudarma I Made Citra Wibawa I Made Tegeh I Nyoman Laba Jayanta I PUTU PASEK SURYAWAN I Wayan Widiana Ignatius I Wayan Suwatra Imamah, Fauzatul Isumunuartha, Gde Rama Kadek Dian Indah Sari kadek martina Kadek Ririn Damayanti Putri Ketut Pudjawan Ketut Susiani Kusuma, Ketut Chandra Adinata Kusumawati, Ni Putu Yogi Sri Luh Ayu Ratna Sawitri Prabali Luhur Bayuaji, Luhur M.Pd S.T. S.Pd. I Gde Wawan Sudatha . Made Ayu Desy Anandani martina, kadek Muhammad Adnan Pramono Ni Luh Ayu Nita Darmayanti Ni Luh Ayu Nita Darmayanti Ni Luh Putu Ari Sintya Dewi Ni Luh Sukareni Ni Putu Erna Yunita Pratiwi Ni Wayan Rati Nida, Dewa Made Adi Andhika Nurcholif, Dziky Muhamad Pahmi, Samsul Pande Made Meiza Putra Parera, Ni P. Gita Pasaribu, Marintan Laurentcya Pasaribu, Noni Linzilah Mona Permana, Ahma Akbar Prabali, Luh Ayu Ratna Sawitri Pratiwi, Ni Putu Erna Yunita Purba, Ezra Elisa Putu Mira Novita Sari Putu Nanci Riastini, Putu Nanci Rizky Aryawan Rusmaladewi, Ayu Sagita, Gede Doni Harta Sanjaya, I Putu Ari Saputra, I Gede Putu Krisna Darma Saputra, Wayan Febi Adi Saputra, Wayan Febi Adi Sari, Putu Mira Novita Sitepu, Fitra Syebi Ertha Ariani Tantri, Dwi Ayu Trisnawati, Komang Trisnawati, Komang Widiana, I Wayan Widiana Zainul Arifin