Claim Missing Document
Check
Articles

Found 16 Documents
Search

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.
Animated Videos Based on Problem-Based Learning on Social Sciences Subjects for Sixth Grade of Elementary School Eka F. Situmorang; I Made Tegeh
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.64664

Abstract

There is a gap between technological advances in the world of education and teachers' ability to utilize them. Even though the shift towards digital learning is increasingly dominating, there are still many teachers who have not been able to adapt to information technology as a learning medium. This research aims to develop animation videos based on problem-based learning in social studies subjects in Class VI Elementary School. The research is included in the type of development research using the ADDIE model. The subjects involved in this research were learning content experts, learning design experts, learning media experts, 3 students for individual trials, and 9 students for small group trials. Data collection was carried out using questionnaires, interviews and field notes. Data were analyzed using qualitative data analysis methods, quantitative descriptive data analysis, and t-test. The research results show that learning animation videos with an innovative problem-based learning model for social studies have very good quality and are suitable for use in learning. The use of PBL-based learning animation videos has proven to be effective in improving students' understanding and learning achievement. It can be concluded that PBL-based learning animation videos have a positive impact in developing students' critical thinking skills and collaborative abilities. This research has implications for improving students' learning experiences, increasing engagement, and actively understanding concepts in social studies subjects.
MEDIA ANIMASI INTERAKTIF BERBASIS PBL BERMUATAN CERITA RAKYAT BIMA UNTUK MENINGKATKAN KARAKTER DAN LITERASI DIGITAL SISWA SMP Jumrah Jumrah; I Gde Wawan Sudatha; I Made Tegeh
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v6i3.12816

Abstract

This study aims to develop interactive animation media based on Problem-Based Learning (PBL) integrated with Bima folklore "La Bibano Putri Kalepe" to improve the character and digital literacy of seventh-grade students at MTsN 5 Bima. The low character values and weak digital literacy skills among junior high school students served as the primary background of this study. The Research and Development (R&D) method was employed using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 30 seventh-grade students selected through purposive sampling. Data were collected through expert validation questionnaires, character observation sheets, and pretest-posttest instruments. Validation results showed very valid percentages: media expert 92%, instructional design expert 90%, content expert 94%, and instrument expert 91%. Student responses regarding media practicality reached 91.67% (very practical). Gain score analysis showed an improvement in mean learning outcomes from 62.00 (pretest) to 87.00 (posttest) with an N-Gain of 0.66 (moderate-high category). Student character aspects improved significantly: responsibility 90%, social awareness 88%, leadership 89%, and digital ethics 91%. It is concluded that the developed media is proven valid, practical, and effective in improving character and digital literacy of junior high school students.
Pemanfaatan Mobile-Assisted Language Learning (MALL) bagi Kelompok Sadar Wisata I Made Tegeh; Desak Putu Parmiti; G.A.P. Suprianti; Made Aryawan Adijaya
International Journal of Community Service Learning Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v9i2.85207

Abstract

Permasalahan yang ada pada mitra yakni kemampuan mitra dalam penggunaan Bahasa asing masih rendah. Selain itu, mitra kurang terampil dalam pemanfaatan teknologi yang berbasis pelatihan bahasa asing. Pengabdian ini merupakan Pengabdian tindakan dengan pendekatan partisipatif yang melibatkan 24 anggota Kelompok Sadar Wisata (Pokdarwis). Pengabdian ini bertujuan untuk meningkatkan kemampuan bahasa asing melalui penerapan Mobile-Assisted Language Learning (MALL). Data dikumpulkan menggunakan metode observasi, wawancara, dan tes kompetensi dengan instrumen berupa lembar observasi, panduan wawancara, serta pre-test dan post-test. Analisis data dilakukan secara deskriptif kuantitatif dan kualitatif. Hasil menunjukkan bahwa 83,3% anggota Pokdarwis mengalami peningkatan signifikan dalam kemampuan bahasa asing, sementara 95,8% peserta menguasai penggunaan teknologi MALL. Pengabdian ini memberikan kontribusi pada pengembangan kapasitas masyarakat lokal dalam bidang pariwisata. Implikasi dari Pengabdian ini menegaskan pentingnya pelatihan berkelanjutan dan penguasaan teknologi untuk mendukung daya saing destinasi wisata lokal.
Integrasi Strategi Enjoyable Learning Pada Mata Pelajaran Bahasa Inggris Sekolah Dasar Gede Wira Bayu; I Nyoman Jampel; I Made Tegeh; I Putu Ada
International Journal of Community Service Learning Vol. 9 No. 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v9i1.87454

Abstract

Kegiatan pengabdian kepada masyarakat ini dilakukan karena rendahnya minat belajar siswa sekolah dasar. Penelitian ini bertujuan untuk mengenalkan strategi pembelajaran yang menyenangkan kepada guru sekolah dasar di kecamatan Buleleng. Strategi pembelajaran yang menyenangkan ini diharapkan dapat menjadi salah satu solusi untuk mengatasi kendala-kendala yang ditimbulkan dalam pembelajaran, khususnya terkait penyampaian materi dan kondisi rendahnya minat siswa dalam proses pembelajaran. Kegiatan pengabdian kepada masyarakat ini terbagi dalam beberapa tahapan kegiatan yaitu penyampaian materi, pengintegrasian strategi pembelajaran menyenangkan ke dalam rancangan proses pembelajaran (RPP) dan penerapan strategi pembelajaran menyenangkan. Peserta kegiatan ini adalah 20 orang guru perwakilan Gugus 1-9 Kecamatan Buleleng. Strategi enjoyable learning bertujuan menciptakan pembelajaran yang menyenangkan, di mana siswa dapat belajar secara aktif tanpa merasa terbebani. Implikasi dari pelaksanaan kegiatan pengabdian kepada masyarakat ini adalah para guru telah berhasil mengintegrasikan strategi pembelajaran yang menyenangkan ke dalam RPP yang telah disusun dan mengimplementasikannya dalam proses pembelajaran di kelas. Penerapan strategi pembelajaran menyenangkan ini secara berkelanjutan diharapkan dapat meningkatkan minat belajar siswa sekolah dasar.
Optimalisasi Mobile-Assisted Language Learning (MALL) dalam Pengembangan Komunikasi Bisnis dan Social Awareness Guru SMK Pariwisata Adrianus I Wayan Ilia Yudha Sukma; I Made Tegeh; Kadek Eva Krishna Adnyani
JURNAL WIDYA LAKSANA Vol 14 No 2 (2025): Agustus
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jwl.v14i2.103845

Abstract

Keterampilan komunikasi bisnis berbasis bahasa asing pada guru pendidikan vokasi masih belum berkembang secara optimal seiring dengan tuntutan dunia kerja yang semakin digital dan global. Kesenjangan ini menunjukkan perlunya integrasi teknologi pembelajaran yang mampu memperkuat kompetensi komunikasi dan penguasaan teknologi secara simultan. Pengabdian ini bertujuan untuk menganalisis efektivitas integrasi Mobile-Assisted Language Learning (MALL) dalam meningkatkan keterampilan komunikasi bisnis berbasis bahasa asing. Pengabdian ini menggunakan desain kuasi-eksperimen dengan pendekatan pretest-posttest satu kelompok. Subjek Pengabdian terdiri atas guru dengan jumlah 20 orang sebagai subjek uji coba. Pengumpulan data dilakukan melalui tes keterampilan komunikasi bisnis, lembar observasi, dan angket pemanfaatan teknologi berbasis MALL. Analisis data dilakukan menggunakan analisis deskriptif kuantitatif dan uji peningkatan hasil belajar. Hasil Pengabdian menunjukkan bahwa integrasi MALL mampu meningkatkan keterampilan komunikasi bisnis dan penguasaan teknologi pembelajaran secara signifikan. Simpulan Pengabdian menunjukkan bahwa pemanfaatan MALL secara umum efektif dalam memperkuat kompetensi komunikasi bisnis berbasis bahasa asing. Implikasi Pengabdian ini memberikan kontribusi terhadap penguatan model pembelajaran vokasi berbasis teknologi serta pengembangan praktik pembelajaran yang lebih kontekstual dan adaptif terhadap kebutuhan dunia kerja.