Anak Agung Gede Agung
Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Problem Based Learning Animation Videos in Third Grade Indonesian Language Lesson Content Ibnu Sina; Anak Agung Gede Agung; I Made Tegeh
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.63287

Abstract

The learning process implemented in schools tends to be teacher-centered, so students wait for explanations of material from the teacher. This condition results in students needing help answering various problems and issues encountered in the learning process. This research aims to create problem-based learning animation videos for Class III Indonesian language content. This research uses ADDIE development research. The subjects of this research consisted of 1 learning design expert, 1 learning media expert, 1 learning content expert, individual testing (3 students), and small groups (9 students). The data collection method was obtained using the test and questionnaire method—quantitative and qualitative data analysis techniques. The results of this research show the validity of the learning design expert with a score of 95%, the learning content expert with a score of 94.54%, the learning design expert with a score of 86.15%, the results of individual trials with a score of 88.66%, and the results of small group trials namely a score of 89%. The effectiveness of learning media can be seen from the t-test with the calculated t value of 17.247 and t table of 1.717. The conclusion is that there is a significant difference in student learning outcomes between before and after using problem-based learning animated video media. This research implies that teachers can use the media in teaching, making it easier for students to understand the lesson material.
Optimizing Student Engagement in Primary Science and Social Learning: The Feasibility of Contextual Interactive Video Media Cok Istri Dian Natharani; Anak Agung Gede Agung; Didith Pramunditya Ambara
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.91672

Abstract

The lack of interactive, creative, and innovative instructional media provided by educators has resulted in students’ diminished interest and difficulty in concentrating during lessons, thereby leading to lower academic performance. This study aims to develop interactive video media based on the contextual teaching and learning approach for the topic of plant body parts in the fourth-grade science and social curriculum (IPAS) at elementary school. The research employed the ADDIE model, with data collected through observation, interviews, expert evaluations, and trial testing. Data were analyzed using quantitative descriptive analysis techniques. The results of the development of interactive video media indicate that: the design expert judgment test yielded a score of 92.05% in the "very good" category; the feasibility of the interactive video media, as evaluated by subject matter experts, achieved a score of 97.72% in the "very good" category; the scores obtained from learning design experts and media experts were 92.05% in the "very good" category, individual testing yielded a score of 93.33% in the "very good" category, and small group testing yielded a score of 89.72% in the "good" category; the effectiveness test using a correlated t-test produced t_calculated = 12.558, which is greater than t_table = 2.056 at a 5% significance level with 26 degrees of freedom, leading to the rejection of the null hypothesis (H₀) and the acceptance of the alternative hypothesis (H₁). This indicates a significant difference between pre-test and post-test scores before and after the use of the interactive video media. It can be concluded that the interactive video media product based on contextual teaching and learning is suitable for use in the learning process.