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Integrasi pendidikan sosial emosional untuk kesadaran lingkungan anak di sekolah dasar Sri Indrayanti, Ni Ketut; Widnyani, Wayan Ari; Susiani, Ketut
JPGI (Jurnal Penelitian Guru Indonesia) Vol. 10 No. 1 (2025): JPGI
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/025742jpgi0005

Abstract

Perubahan iklim yang semakin nyata menuntut upaya kolektif lintas sektor, terutama pendidikan, untuk membentuk generasi sadar lingkungan sejak dini. Artikel ini membahas pentingnya integrasi pendidikan sosial emosional (PSE) dalam pembelajaran di sekolah dasar sebagai strategi menumbuhkan kesadaran lingkungan guna mendukung pencapaian Tujuan Pembangunan Berkelanjutan (SDG) 13. Penelitian menggunakan metode kualitatif dengan pendekatan studi literatur terhadap berbagai sumber ilmiah terkait PSE, pendidikan lingkungan, dan implementasi Kurikulum Merdeka. Hasil analisis menunjukkan bahwa keterampilan sosial emosional, seperti empati dan tanggung jawab, berkorelasi positif dengan kesadaran lingkungan siswa. Integrasi PSE ke dalam pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) secara tematik dan berbasis pengalaman terbukti efektif memperkuat pemahaman dan kepedulian siswa terhadap isu lingkungan. Faktor eksternal seperti pola asuh orang tua dan peran aktif guru turut mendukung keberhasilan implementasi PSE. Simpulan penelitian menegaskan bahwa penguatan PSE dalam pendidikan dasar berperan penting membentuk karakter siswa yang tidak hanya cerdas secara akademis, tetapi juga peduli terhadap keberlanjutan bumi, sehingga mendukung tercapainya SDG 13 melalui aksi nyata di lingkungan sekolah.
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.
Challenges faced by students in online English courses during the COVID-19 pandemic Susiani, Ketut; Dantes, Nyoman; Arnyana, Ida Bagus Putu; Suarni, Ni Ketut; Suranata, Kadek; Suartama, I Kadek; Simamora, Alexander Hamonangan
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.v18i3.21268

Abstract

Online learning is a growing trend in education during the corona virus disease (COVID-19) pandemic. The purpose of this study is to ascertain the difficulties that online majors in non-English languages have when attempting to acquire English. The subject of this study involved using the questionnaire method for as many as 412 students and interviewing 15 students with a total of 17 questions. The results of this study indicate that there are several challenges faced by students during online learning; i) less familiarity with online learning as shown by 31% of students agreeing that online learning is a new learning method, ii) psychologically 30% of students choose strongly agree that they have limited opportunities to interact directly and freely with lecturers as well as with students, iii) limited facilities and infrastructure as much as 28% agree that the budget is limited to get quota or internet credit, and iv) limited internet access as many as 35% of students do not have good internet coverage to take online lectures. The findings of this study should be a reference for English lecturers to continue learning to innovate in providing online English learning by considering the existing challenges.
Assessing the effectiveness of a tri pramana oriented experiential learning model in enhancing critical thinking skills: a rasch analysis in primary science education Susiani, Ketut; Suranata, Kadek; Komang Gede Sukawijana, I; Wayan Ardana , I
Jurnal Konseling dan Pendidikan Vol. 13 No. 4 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1138400

Abstract

This study evaluates the effectiveness of a Tri Pramana–oriented experiential learning model rooted in Balinese Hindu epistemology in enhancing critical thinking skills among 250 fourth-grade students in Natural and Social Sciences (IPAS). Using a post-test-only control group design, the intervention was implemented over six weeks in Bali, Indonesia, with experimental and control groups taught using culturally grounded experiential activities versus conventional instruction, respectively. Critical thinking was measured across five domains: identification, analysis, evaluation, inference, and communication. Data were analyzed using the Rasch measurement model via Winsteps software. Results showed high person reliability (0.80) and item reliability (0.95), with significant improvement in identification, analysis, and communication skills (mean logit = 0.49). However, evaluation and inference remained challenging for many students. The findings support the integration of culturally responsive, philosophy-based pedagogies in primary science education, while highlighting the need for targeted scaffolding in higher-order reasoning. Implications for curriculum developers and teachers include adapting local wisdom frameworks like Tri Pramana to foster 21st-century competencies through structured experiential tasks.
Pengembangan Media Pembelajaran Flipbook Bermuatan Permainan Megoak-Goakan Dengan Pendekatan Inkuiri Untuk Meningkatkan Literasi Membaca Siswa Kelas IV SD Alesya, Luh Putu Putri; Tristiantari, Ketut Desia; Susiani, Ketut
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 5 No. 1 (2026)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v5i1.1049

Abstract

Rendahnya kemampuan literasi membaca siswa sekolah dasar menunjukkan perlunya media pembelajaran yang lebih kontekstual dan menarik agar siswa lebih terlibat dalam kegiatan membaca. Penelitian ini bertujuan mengembangkan media pembelajaran flipbook bermuatan permainan megoak-goakan serta menguji kelayakan, kepraktisan, dan efektivitasnya dalam meningkatkan literasi membaca siswa kelas IV sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE. Subjek penelitian meliputi ahli materi, ahli media, guru, dan 23 siswa kelas IV. Data dikumpulkan melalui angket validasi ahli, angket respon guru dan siswa, serta tes hasil belajar. Analisis data dilakukan secara deskriptif kuantitatif dan inferensial menggunakan uji Paired-Samples t-Test. Hasil penelitian menunjukkan media memperoleh skor validasi ahli rata-rata 4,90 dan 4,83 dengan kategori sangat valid, respon guru dan siswa masing-masing sebesar 99% dengan kategori sangat praktis, serta uji efektivitas menunjukkan nilai Sig. 0,000 (Sig. < 0,05) yang menandakan adanya peningkatan signifikan kemampuan literasi membaca siswa setelah penggunaan media. Dengan demikian, flipbook bermuatan permainan megoak-goakan dinyatakan layak, praktis, dan efektif sebagai media pembelajaran untuk mendukung peningkatan literasi membaca siswa sekolah dasar.
Media Pembelajaran SIBACA Bermuatan Folklor Bali Untuk Meningkatkan Literasi Membaca Siswa Kelas III Sekolah Dasar Lestari, Ni Ketut Devi Apri; Tristiantari, Ketut Desia; Susiani, Ketut
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 5 No. 1 (2026)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v5i1.1053

Abstract

Kemampuan literasi membaca siswa sekolah dasar, khususnya dalam memahami ide pokok dan ide pendukung bacaan, masih perlu ditingkatkan melalui penggunaan media pembelajaran yang menarik dan kontekstual. Pembelajaran yang masih didominasi metode konvensional menyebabkan siswa kurang termotivasi dan mengalami kesulitan dalam memahami isi bacaan. Penelitian ini bertujuan untuk mengembangkan serta menguji efektivitas media pembelajaran SIBACA (Slide Interaktif Baca Anak) bermuatan folklor Bali dalam meningkatkan literasi membaca siswa kelas III sekolah dasar. Penelitian ini menggunakan pendekatan penelitian dan pengembangan dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Media yang dikembangkan divalidasi oleh ahli materi dan ahli media, serta diuji kepraktisannya melalui respons guru dan siswa. Hasil penelitian menunjukkan bahwa media SIBACA memperoleh skor rata-rata validitas ahli materi sebesar 4,90 dan validitas ahli media sebesar 4,92 dengan kategori sangat valid. Respons guru menunjukkan tingkat kepraktisan sebesar 97%, sedangkan respons siswa mencapai 98% dengan kategori sangat baik. Hasil uji efektivitas menunjukkan adanya peningkatan nilai rata-rata literasi membaca siswa dari 45,00 pada pretes menjadi 75,34 pada postes, serta hasil uji statistik menunjukkan perbedaan yang signifikan. Berdasarkan hasil tersebut, dapat disimpulkan bahwa media pembelajaran SIBACA bermuatan folklor Bali layak dan efektif digunakan untuk meningkatkan literasi membaca siswa sekolah dasar.