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PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF PPKN UNTUK SISWA TUNAGRAHITA DENGAN KONSEP GAMIFIKASI I Ketut Andika Pradnyana; I Made Ardwi Pradnyana; P Wayan Arta Suyasa
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 17 No. 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.017 KB) | DOI: 10.23887/jptk-undiksha.v17i2.25189

Abstract

The use of manual instructional media, as well as the limitations of mentally retarded students in comprehending abstract learning material cause a difficulty for teacher to deliver the material. This is necessary for the development of interactive learning media with gamification concept to in teaching PPKn (Civic Education). This study is aimed at designing, implementing, and determining the media feasibility level and students’ responses to the development of interactive learning media for PPKn subject. The development of interactive learning media with gamification concept used the development method of Multimedia Development Life Cycle (MDLC) that consists of 6 development stages, namely: 1. Concept; 2. Design; 3. Material Colleting; 4. Assembly; 5. Testing; and 6. Distribution.  The research and development were conducted through the stages of testing beta and alpha to determine the feasibility and students’ responses towards PPKn interactive learning media with gamification concept. The assessment results on material feasibility level were 1.00 and the media were 1.00 with a very decent category. The average response of individual test students was 93,33%, the small group test was 92,22%, and the field test was 91,00%. Interactive learning media with gamification concept was used as teacher’s guideline in providing learning material, so that it could increase children’s concentration and focus. It was shown from the results of students’ responses converted to responses table that students wre categorized as excellent category
Pengembangan E-Modul Interaktif Kolaboratif Pada Mata Pelajaran Komputer Dan Jaringan Dasar I Ketut Andika Pradnyana; Ketut Agustini; I Wayan Santyasa
JURNAL JENDELA PENDIDIKAN Vol. 1 No. 04 (2021): Jurnal Jendela Pendidikan: Edisi November 2021
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v1i04.24

Abstract

Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran berupa e-modul interaktif berbasis kolaboratif dan mengetahui kelayakan media berdasarkan pengujian para ahli. Pengembangan e-modul pembelajaran interaktif kolaboratif ini, didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran komputer dan jaringan dasar di SMK Negeri 1 Sukasada. Demi menghasilkan produk yang diharapkan, prosedur pengembangan yang digunakan adalah model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian menunjukkan bahwa, penilaian betha testing terhadap tingkat kelayakan materi sebesar 1,00 dan media sebesar 1,00 dengan kategori sangat layak. Alpha testing diperoleh rata-rata respon siswa uji perorangan sebesar 93,33%, uji kelompok kecil sebesar 92,44%, dan uji lapangan sebesar 85,83%. Makapengembangan e-modul interaktif kolaboratif yang telah dikembangkan pada mata pelajaran komputer dan jaringan dasar berhasil diterapkan dan layak diimplementasikan dalam proses pembelajaran.
“3D ANIMATH”: MEDIA PEMBELAJARAN ANIMASI 3 DIMENSI MATEMATIKA UNTUK SISWA PENYANDANG TUNAGRAHITA I Nengah Eka Mertayasa; I Ketut Andika Pradnyana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 11 No. 3 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v11i3.55072

Abstract

Penggunaan media pembelajaran yang masih manual dan keterbatasan siswa tunagrahita dalam memahami materi pembelajaran yang bersifat abstrak. Terlebih lagi di masa pandemic covid-19 guru mengalami kesulitan dalam menyampaikan materi pembelajaran. Hal ini perlu adanya pengembangan khususnya media pembelajaran yang menarik. Penelitian ini bertujuan untuk merancang, mengimplementasikan dan mengetahui tingkat kelayakan media serta respon siswa terhadap pengembangan media pembelajaran 3D Animath. Pengembangan media pembelajaran 3D Animath mata pelajaran matematika menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 tahapan pengembangan. Tahapan-tahapan model MDLC yaitu 1. Concept; 2. Design; 3. Material Collecting; 4. Assembly; 5. Testing; 6. Distribution. Hasil penilaian terhadap tingkat kelayakan materi sebesar 1,00 dan media sebesar 1,00 dengan kategori sangat layak. Rata-rata uji respon siswa terhadap media pembelajaran 3D Animath sebesar 92,2%. Media pembelajaran 3D Animath digunakan sebagai panduan guru maupun orang tua dalam memberikan materi pembelajaran kepada siswa di masa pandemic covid-19, sehingga dapat meningkatkan konsentrasi dan fokus pada anak di rumah. Ini dibuktikan dengan hasil respon siswa jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori sangat baik.
Kolok.id: An Aplication for Digital Learning Media Integrated with Game and Kolok Dictionary to Improve Kolok Students’ Learning Performance in Covid-19 Pandemic Ni Putu Ayu Pirdayanti; Ni Ketut Anggriani; Gusti Aditya Trisna Murti; I Ketut Andika Pradnyana; I Wayan Pardi
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.60131

Abstract

SD Negeri 2 Bengkala is an inclusive school that aims to improve the quality of education for kolok students. Kolok means dumb and deaf. Problems faced by Kolok students in learning activities namely 1) as they have physical limitations to be unable to speak and hear something, this situation hardly affects their learning process, 2) teachers have not used creative and innovative learning media, 3) Kolok students find difficulties to understand abstract material, moreover when they have nobody as their assistant (kolok translator) to help them understand their lesson. Knowing this situation, Kolok.id is developed to overcome problems encountered by most of kolok students. Kolok.id is an application developed to help kolok students receive lesson easier and facilitate their communication needs. The main features contained in the kolok.id application includes basic competencies and indicators, teaching materials, crossword puzzle games, quizzes, kolok dictionaries, and guide book. Kolok.id application is also relevant to use during the Covid19 pandemic to support Kolok students learning from home. In addition, this application can also be used anytime and anywhere. The development of Kolok.id application uses the method of Multimedia Development Life Cycle (MDLC) which consists of 6 development stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Kolok.id application has gone through the testing stages of beta and alpha with very good results.