IG Agung Jaya Suryawan
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SUBAK SEBAGAI PARIWISATA BUDAYA DENGAN KONSEP TRI HITA KARANA IG Agung Jaya Suryawan
Maha Widya Duta : Jurnal Penerangan Agama, Pariwisata Budaya, dan Ilmu Komunikasi Vol 2, No 1 (2018)
Publisher : Sekolah Tinggi Agama Hindu Negeri Mpu Kuturan Singaraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55115/duta.v2i1.45

Abstract

Bali develops Subak as a Cultural Tour, because culture is the most potential for people’s lives in bali. The basic capital of cultural tourism is the culture of normative and operational functions. As a cultural normative role is expected to be able and potential in providing identity, basic handling, controlling pattern, so that the balance and culture ketahana also expected to be the main attraction for the increase of tourism. It gives a clue how important the role of culture in tourism development. So it does not mean culture for tourism but otherwise tourism for culture. Subak for the Balinese is not just an irrigation system, but also a life philosophy for the Balinese themselves. In view of the Balinese, Subak is a direct reflection of the Hindu philosophy of Tri Hita Karana (the three causes of goodness), which encourages harmonious relationships between individuals and souls (parahyangan), human (pawongan), and nature (palemahan). As a system of living together, Subak can survive for a century more because people are loyal to the ancestral tradition. Water distribution is done fairly, all issues are discussed together, even up to the time of planting and the type of rice. Sanctions against all forms of offenses will be determined by the residents themselves through a ceremony performed at the temple. Harmonization of life is the key to preserving Subak culture.Keywords: Subak, Cultural Tourism, Tri Hita Karana
PENGEMBANGAN MEDIA KOMATIF (KOMIK DIGITAL INTERAKTIF) UNTUK MATERI MEMAKAN DAN DIMAKAN PADA MATA PELAJARAN IPAS KELAS V SD DI GUGUS IX KECAMATAN BULELENG Kadek Ayu Setia Dewi; I Made Sedana; IG Agung Jaya Suryawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45341

Abstract

This study aims to develop an interactive digital comic learning media (KOMATIF) on the topic of food chains for fifth-grade elementary students. This research used the ADDIE model consisting of analysis, design, development, implementation, and evaluation stages. Data were collected through observation, interviews, and questionnaires involving experts, teachers, and students. The validation results showed high validity with Aiken’s V scores of 0.92 for material experts, 0.88 for media experts, and 0.89 for language experts. The practicality test conducted in SDN 2 Alasangker and SDN 3 Alasangker showed 99% from teachers and 98% from students, indicating that the media is very practical. The findings reveal that KOMATIF is feasible, easy to use, and able to increase student engagement in learning. Therefore, this media can be used as an innovative learning tool in elementary science education.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF THINK PAIR SHARE (TPS) BERBANTUAN MEDIA WHEEL OF KNOWLEDGE TERHADAP HASIL BELAJAR BILANGAN PECAHAN KELAS V SD Ni Kadek Tresna Ayu Ratnadi; IG Agung Jaya Suryawan; I Made Ari winangun
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.49325

Abstract

Mathematics subjects in elementary schools have an important role in developing students systematic thinking skills and logical thinking skills. Judging from the final examination score, students scores tend to be low and uneven, but mathematics lessons in general are seen by students as difficult subjects, this has a direct impact on students' low mathematical learning outcomes. This study aims to examine the extent to which the Think Pair Share (TPS) cooperative learning model assisted by Wheel of Knowledge media influences the learning outcomes of fifth-grade mathematics fractions. The data collection technique used includes a learning outcome test with a pre-test post-test design to measure students' cognitive learning outcomes at levels C2-C5. The data analysis techniques used in this study are descriptive statistical tests and inferential statistical tests which include the N-gain test, normality and homogeneity tests and hypothesis tests using independent sample T-tests. The results of the study indicate that there is an influence of the use of the Think pair Share (TPS) cooperative learning model assisted by the Wheel of Knowledge on student learning outcomes in the fifth grade fraction material. This can be proven from the increase in the average value of the experimental class which in the pre-test obtained a value of 37.69 rising in the post-test to 77.69. As well as the results of the t-test which shows Sig. (2-tailed) using the independent sample T-test with a value of 0.000 <0.05 which means there is a significant influence between the class taught using the Think pair Share (TPS) model and the class taught with the conventional model.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBANTUAN EDPUZZLE KEPADA SISWA KELAS IV GUGUS V KECAMATAN GEROKGAK Made Dendi Aditya Putra; I Made Sedana; IG Agung Jaya Suryawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53115

Abstract

This study aimed to develop interactive multimedia assisted by Edpuzzle for fourth-grade elementary school students in the IPAS subject on the topic "Daerahku Kaya Sumber Daya", as well as to determine its validity and practicality. This research employed a Research and Development (R&D) approach using the ADDIE model consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The subjects involved material experts, media experts, language experts, teachers, and fourth-grade students. Data were collected through interviews, observations, documentation, and questionnaires. The data were analyzed using descriptive qualitative and quantitative techniques. The results showed that the developed multimedia achieved a very high level of validity. The material expert validation score reached 0.98, media expert validation reached 0.93, and language expert validation reached 0.98. Furthermore, the practicality test results showed a score of 92% from teachers and 92.84% from students, both categorized as very practical. Therefore, the Edpuzzle-assisted interactive multimedia is considered valid and highly practical for use in elementary school IPAS learning.
PENGEMBANGAN MEDIA POWERPOINT INTERAKTIF BERBANTUAN GAME BASED LEARNING UNTUK MENINGKATKAN SEMANGAT BELAJAR BAHASA INDONESIA SISWA KELAS VI SD NEGERI 3 KAMPUNG BARU Made Ayu Diah Puspita Sari; I Made Suweta; IG Agung Jaya Suryawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58828

Abstract

This study aims to describe the design, test the validity, measure the practicality, and determine the effectiveness of Interactive PowerPoint learning media assisted by Game Based Learning (GBL) in increasing the enthusiasm for learning Indonesian language for sixth grade students of SD Negeri 3 Kampung Baru. Using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), data was collected through questionnaires, interviews, and documentation. The results of the study showed that: (1) The media was successfully developed by integrating the PowerPoint, Canva, and Zep Quiz platforms; (2) Expert validation stated that the product was Very Valid with an average score from media experts of 97%, material experts 93%, and language experts 94%; (3) The media was considered Very Practical with a percentage of teacher responses of 100% and student responses of 93%; (4) The media was proven to be Effective in significantly increasing students' enthusiasm for learning based on the results of the Paired Sample t-Test with a significance value of 0.000 <0.05. It can be concluded that the interactive PowerPoint learning media supported by GBL is valid, practical, and effective for use in Indonesian language learning in elementary schools.