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Pengembangan RPP Berorientasi Pembelajaran Abad 21 dengan Model Cooperative Learning Berbasis Tri Kaya Parisudha I Komang Wahyu Wiguna; L. Heny Nirmayani; Ni Putu Candra Prastya Dewi
Widyacarya: Jurnal Pendidikan, Agama dan Budaya Vol 6, No 1 (2022)
Publisher : Sekolah Tinggi Agama Hindu Negeri Mpu Kuturan Singaraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55115/widyacarya.v6i1.1892

Abstract

Penelitian ini bertujuan untuk: (i) mengembangkan RPP Kurikulum 2013 berorientasi pembelajaran abad 21 dengan model cooperative learning berbasis Tri Kaya Parisudha; (ii) mengetahui validitas pengembangan RPP Kurikulum 2013 berorientasi pembelajaran abad 21 dengan model Cooperative Learning berbasis Tri Kaya Parisudha. Penelitian ini merupakan hasil pengembangan desain dan produk (Design and Development) dengan menggunakan Model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek pada penelitian ini terdiri dari 2 orang ahli, 6 orang mahasiswa, dan 6 orang guru sekolah dasar. Metode analisis data yang digunakan adalah analisis deskriptif kuantitatif. Metode pengumpulan data menggunakan kuesioner. Hasil penelitian ini menunjukkan bahwa: (i) RPP Kurikulum 2013 berorientasi pembelajaran abad 21 dengan model Cooperative Learning  berbasis Tri Kaya Parisudha. Hasil uji validitas ahli maupun respons guru SD dan mahasiswa PGSD menunjukkan kategori sangat baik, sehingga pengembangan RPP Kurikulum 2013 dengan model Cooperative Learning  berbasis Tri Kaya Parisudha layak untuk diterapkan pada program studi Pendidikan Guru Sekolah Dasar.
MEMBANGUN LITERASI DIGITAL TERHADAP KEMAMPUAN MEMBACA DONGENG SISWA KELAS IV SD NEGERI 6 SEPANG STAH NEGERI MPU KUTURAN SINGARAJA Dwi Wiranata; I Ketut Sudarsana; Ni Putu Candra Prastya Dewi
Integrative Perspectives of Social and Science Journal Vol. 2 No. 03 Juni (2025): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana perkembangan serta kemajuan dalam membangun literasi digital mengenai kemampuan membaca siswa dikelas IV di SD Negeri 6 Sepang Kecamatan Busungbiu,dalam hal ini sebelum melakukan sebuah penelitian,peneliti melakukan sebuah observasi untuk mengetahui seberapa besar kemampuan siswa serta minat siswa dalam membaca,dengan adanya literasi digital ini tentunya dapat mengpengaruhi siswa dalam minat membaca serta adanya rasa ingin tau terkait literasi digital,dalam hal ini peneliti melakukan observasi dengan menggunakan pelatihan dengan menggunakan metode pendampingan melalui kegiatan berupa literasi digital dengan menggunakan informasi tingkat dasar yang diajarkan dengan memakai media praktik.
PEMANFAATAN APLIKASI CANVA SEBAGAI MEDIA LKPD PEMBELAJARAN INOVATIF UNTUK MENINGKATKAN MINAT BELAJAR SISWA KELAS V SD N2 SEPANG STAH NEGERI MPU KUTURAN SINGARAJA Ria Kusumawati; I Ketut Sudarsana; Ni Putu Candra Prastya Dewi
Integrative Perspectives of Social and Science Journal Vol. 2 No. 03 Juni (2025): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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Abstract

Penelitian ini bertujuan untuk membangun media pembelajaran yang memiliki kreatifitas yang tinggi dengan adanya media pembelajaran seperti canva ini maka memudahkan guru dalam Menyusun media pembelajaran yang inovatif tentunya akan ada daya Tarik siswa dalam mengikuti pembelajaran siswa kelas V SD N6 sepang memanfaatkan teknologi dalam pembelajaran desain dan mengimplentasikan penggunaan aplikasi canva dengan adanya aplikasi canva memudahkan guru siswa dalam memahami materi yang diberikan,tentunya dalam aplikasi canva ini juga memudahkan kita untuk mengaksesnya karena anyak fitur fitur yang terdapat pada web canva,dalam aplikasi terdapat juga fitur fitur tentang desain grafik atau kita sendiri bisa membuat desain sebagian besar siswa lebih suka belajar menggunakan media pembelajaran video melalui canva karena mudah dimengerti dan dipahami.
PEMBELAJARAN KONTEKSTUAL DAPAT MENINGKATKAN KEMAMPUAN MENULIS DAN MENGEMUKAKAN OPINI SISWA KELAS 5B SD NEGERI 1 KALIASEM Putu Ngurah Dandy Kharismawan; I Ketut Sudarsana; Ni Putu Candra Prastya Dewi
Suluh Pendidikan : Jurnal Ilmu-Ilmu Pendidikan Vol 23 No 1 (2025): EDISI KHUSUS SULUH PENDIDIKAN : Jurnal Ilmu-Ilmu Pendidikan
Publisher : IKIP SARASWATI TABANAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46444/suluh-pendidikan.v23i1.1058

Abstract

Penelitian ini bertujuan untuk mengimplementasikan model Pembelajaran Kontekstual dalam upaya meningkatkan hasil belajar siswa kelas 5B pada mata pelajaran Bahasa Indonesia, terkhusus dalam kemampuan menulis dan mengemukakan opini. Pembelajaran Kontekstual diyakini mampu untuk meningkatkan kemampuan menulis dan mengemukakan opini siswa karena topik bahasan berasal dari dunia di sekitar mereka. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang berlangsung hanya dalam satu siklus yang mencakup perencanaan, pelaksanaan sekaligus observasi, dan diakhiri dengan kegiatan refleksi. Berdasarkan data yang dikumpulkan, didapatkan hasil bahwa dengan model pembelajaran kontekstual, persentase ketuntasan siswa mencapai 100%. Oleh karena itu, dapat disimpulkan bahwa model pembelajaran kontekstual dapat dengan efektif meningkatkan hasil belajar siswa pada materi mengemukakan opini, pelajaran Bahasa Indonesia pada siswa dengan usia Sekolah Dasar.
Pemanfaatan Multimedia Interaktif Sebagai Sarana Inovasi Pembelajaran Di Sekolah Dasar Pada Era Digital Ni Putu Diah Puspita Dewi; Ni Putu Candra Prastya Dewi; I Ketut Ngurah Ardiawan
IJPSE Indonesian Journal of Primary Science Education Vol 6 No 2 (2026): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v6i2.11680

Abstract

The integration of digital technology in elementary education has become essential to enhance learning quality in the digital era. However, classroom practices remain predominantly conventional, limiting student engagement and higher-order thinking development. This study aims to systematically analyze the effectiveness and pedagogical implications of interactive multimedia as a learning innovation tool in elementary schools. This research employed a structured literature review by analyzing ten peer-reviewed articles published between 2022–2026, selected through databases such as Google Scholar and national indexed journals (SINTA). The inclusion criteria focused on empirical studies examining interactive multimedia in elementary education, while irrelevant and non-peer- reviewed sources were excluded. Data were analyzed using content analysis and thematic synthesis. The findings indicate that interactive multimedia significantly improves learning motivation, student engagement, conceptual understanding, critical thinking skills, digital literacy, and academic achievement. Furthermore, interactive multimedia provides visual and experiential learning environments aligned with students’ cognitive development. The novelty of this study lies in its integrative synthesis across multiple multimedia forms and subjects, offering a comprehensive framework for understanding effectiveness patterns and design implications. However, its implementation is influenced by instructional design quality, teacher digital competence, and technological infrastructure. Therefore, interactive multimedia should be positioned not only as a technological tool but as a pedagogical strategy for enhancing elementary education in the digital era.
PENGEMBANGAN MEDIA FLIPBOOK DIGITAL BERBASIS AUGMENTED REALITY PADA MATERI KERAGAMAN BUDAYA INDONESIAKU KELAS V SEKOLAH DASAR Dewa Gede Divayanha; Ni Putu Candra Prastya Dewi; Ni Nyoman Kurnia Wati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.48721

Abstract

The rapid development of technology has a significant impact on the world of education that can be used as an intermediary to achieve learning objectives and improve the learning process to be more interactive, this study was conducted with the aim of producing an interactive learning media in the form of a Digital Flipbook media based on Augmented Reality (AR) on the material "My Indonesian Cultural Diversity" for Grade V at SDN 2 Alasangker which is valid and practical. This research method uses Research and Development with the ADDIE development model including Analysis, Design, Development, Implementation, and Evaluation. The ADDIE model used is limited to the implementation stage due to time constraints. Data collection techniques used include interviews, documentation, and questionnaires. The results of the study show that the Digital Flipbook learning media based on Augmented Reality obtained a "very high" validity value, namely 0.92 for media experts, 0.92 for language experts, and 0.91 for material experts. In the practicality test using a questionnaire with respondents of 2 fifth-grade teachers and 39 fifth-grade students. The results of the practicality obtained a score of 97% for the practicality test of practitioners (teachers) and 94% for the practicality test of students. Based on these data, the research on the development of Augmented Reality-based Digital Flipbook learning media on the material "My Indonesian Cultural Diversity" for fifth-grade students is categorized as very feasible and practical to use.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERMUATAN SATUA BALI PADA MATERI INTERAKSI SOSIAL DI MASYARAKAT UNTUK SISWA KELAS IV SEKOLAH DASAR DI GUGUS V KECAMATAN BULELENG Luh Anggariyanti; Wati, Ni Nyoman Kurnia; Ni Putu Candra Prastya Dewi
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.v11i03.58628

Abstract

Learning Social Interaction in Society in Elementary Schools requires learning me-dia capable of providing meaningful, contextual, and engaging learning experi-ences. Preliminary observations conducted in Cluster V of Buleleng District indi-cated that learning activities were still dominated by conventional teaching methods and textbook-based instruction. This condition affected students’ motivation and learning outcomes. In addition, local cultural integration in learning activities re-mained limited. This study aims to develop interactive learning media integrated with Balinese folktales (Satua Bali) for the topic of Social Interaction in Society among fourth-grade elementary school students. The study employed a Research and De-velopment (R&D) approach using the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The prod-uct developed is an interactive digital learning medium integrating social interaction materials with Satua Bali as contextual learning resources. The media includes texts, illustrations, audio narration, animations, and interactive exercises. The de-veloped media is expected to improve students’ understanding of social interaction concepts, increase learning motivation, and strengthen local cultural values and character education..Keywords: Interactive Learning Media, Satua Bali, Social Interaction, Elementary School.
Pengaruh PENGARUH MODEL BRALANCING BERBASIS TRI PARARTHA TERHADAP SIKAP KEWARGAAN PADA PENDIDIKAN PANCASILA KELAS IV GUGUS VII KECAMATAN SUKASADA Sudiami, Ketut; Ni Putu Candra Prastya Dewi; I Made Ari Winangun
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63321

Abstract

Fostering character and civic dispositions among elementary school students faces challenges due to learning processes that tend to be monotonous, cognitively oriented, and lacking in the integration of local wisdom. This study aims to analyze the impact of the Tri Parartha-based Bralancing (Brain Balance Learning) model on civic dispositions within the fourth-grade Pancasila Education subject in Cluster VII, Sukasada District. This was demonstrated by the results of an Independent Samples Test using SPSS version 23.0 for Windows, which showed a calculated t-value of -15.536 and a significance value (Sig. 2-tailed) of 0.000 a figure lower than the 0.05 significance level (0.000 < 0.05). Consequently, the null hypothesis (H₀) was rejected, and the alternative hypothesis (H₁) was accepted. The implementation of the *Tri Parartha*-based Bralancing model fosters active, enjoyable, collaborative, and meaningful learning by balancing right- and left-brain activities and integrating the values ​​of *Asih* (compassion), *Punia* (generosity/service), and *Bhakti* (devotion) into the instructional process. These conditions enable students to participate actively, collaborate, express their opinions, and apply civic values ​​in their daily lives. Thus, the *Tri Parartha*-based Bralancing model proved more effective in enhancing students' civic dispositions compared to conventional instruction, based on the civic disposition outcomes observed among fourth-grade students in Cluster VII, Sukasada District, who were taught using the Bralancing model versus those taught using conventional methods.
PENGARUH MODEL PEMBELAJARAN BRALANCING BERBANTUAN PERMAINAN MAGOAK-GOAKAN TERHADAP LITERASI SAINS SISWA KELAS IV SD N GUGUS II KECAMATAN BULELENG Widiantini, Vina; I Made Ari Winangun; Ni Putu Candra Prastya Dewi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64769

Abstract

This study aims to analyze the effect of implementing the Bralancing (Brain Balance Learning) model assisted by the traditional game Magoak-Goakan on the science literacy of fourth-grade elementary school students in Cluster II, Buleleng District. The type of research used is quasi-experimental with a Nonequivalent Control Group Design. The research population includes all fourth-grade elementary school students in Cluster II, Buleleng District. The sample was determined using a simple random sampling technique after an average equivalence test, resulting in SDN 2 Tukadmungga as the experimental group (21 students) taught using the Bralancing model assisted by Magoak-Goakan, and SDN 3 Tukadmungga as the control group (29 students) taught using conventional learning models. Data collection was carried out using a multiple-choice science literacy test. The test instrument was declared valid through content validity testing (Gregory) and item validity testing (point biserial). The data were statistically analyzed to test the hypothesis regarding the effect of the treatment on students' science literacy. The results are expected to provide empirical evidence regarding the effectiveness of integrating brain function balance models assisted by local wisdom in enhancing primary school students' science literacy.
PENGARUH MODEL BRALANCING BERBANTUAN PERMAINAN MEGALA-GALA TERHADAP LITERASI BUDAYA PENDIDIKAN PANCASILA SISWA KELAS IV SDN GUGUS II BULELENG Ketut Gde Mulyana Sahadewa; Ni Putu Candra Prastya Dewi; Ni Nyoman Lisna Handayani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64873

Abstract

This study was motivated by the low level of students' cultural literacy in the Pancasila Education subject, which was caused by teacher-centered learning practices and the limited use of innovative learning models based on local culture. This study aimed to analyze the effect of the Bralancing (Brain Balance Learning) model assisted by the traditional Megala-gala game on the cultural literacy of fourth-grade students in Pancasila Education at SDN Gugus II Buleleng.This study employed a quantitative approach using a quasi-experimental method with a Pretest–Posttest Control Group Design. The population consisted of all fourth-grade students at SDN Gugus II Buleleng. The sample comprised 42 students, including 21 students in the experimental group and 21 students in the control group.The results showed that the mean posttest score of the experimental group was 113.33 (very high category), while the control group achieved a mean score of 93.90 (high category). The N-Gain analysis indicated that the experimental group achieved an average improvement of 76%, which was categorized as effective, whereas the control group showed an average improvement of 20%, which was categorized as ineffective. The hypothesis testing results revealed that the calculated t-value (t = 5.214) was greater than the critical t-value (t = 2.021), with a significance value of 0.046 (< 0.05). Therefore, H₀ was rejected and H₁ was accepted. It can be concluded that the Bralancing (Brain Balance Learning) model assisted by the traditional Megala-gala game had a significant effect on the cultural literacy of fourth-grade students in Pancasila Education at SDN Gugus II Buleleng. This learning model effectively promotes active, contextual, and enjoyable learning while strengthening students' cultural literacy and fostering the values of Pancasila.