I Komang Sudarma
Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Educational Game-Based Thematic Learning Media to Improve Student Learning Competence Yenni mesilina Haloho; I Kadek Suartama; I Komang Sudarma
Mimbar Ilmu Vol. 28 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v28i1.58764

Abstract

The limitations of interesting learning media on thematic subjects impact low student learning competence. To improve student learning competence, digital learning media is needed that is easy for students to access. This study aims to develop educational game-based thematic learning media to improve the learning competence of grade IV students. This research is developmental research using the Hannafin & Peck model. The research subjects were one content expert, one design expert, and one learning media expert, then three individual trials, six small group trials, and fifteen field trials. Data collection in this study was carried out using questionnaires and tests, with research instruments in the form of product validity test questionnaires and student learning outcomes tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and qualitative descriptive analysis methods. The research analysis results showed that the products developed were valid based on the results of content experts obtained at 95.50%, learning design experts obtained at 88.00%, learning media experts at 94.67%, individual trials at 92.67%, small group trials at 95.17%, and field trials 95.70%. Based on these results, it can be concluded that developing educational games in thematic subjects in class IV is classified as a very good qualification and is declared suitable for use in the learning process.      
Learning Videos Based on Contextual Approaches to the Content of Pancasila and Citizenship Education Theresa Afriani Cantum Pel; I Made Tegeh; I Komang Sudarma
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.56770

Abstract

The lack of media use in the learning process impacts the low learning outcomes of students' Civics. This research aims to create contextual-based learning videos to improve student Internship learning outcomes. This research belongs to the type of development research that was developed by applying the ADDIE development model. The subjects in this study were educational technology experts, subject content experts, instructional design experts, learning media experts, and 12 grade VI elementary school students. Data collection in the study was carried out using the questionnaire/questionnaire and test method, with research instruments in questionnaires/questionnaire sheets and students' Civics ability tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and t-test inferential statistics. The research analysis results showed that in the educational technology expert test. The developed media obtained a score of 95% with very good qualifications. The subject content expert test obtained a score of 90% with very good qualifications. The learning design expert test obtained a score of 90% with very good qualifications. The learning media expert test obtained a score of 92.5% with very good qualifications. Furthermore, the t-count analysis results show significant differences in student learning outcomes before and after using learning videos. Based on the results of this analysis, learning video media based on a contextual approach is valid and appropriate for use in learning because it can improve students' Civics learning outcomes.
Improving Student Balinese Language Learning Outcomes through Interactive Animated Video Based on a Contextual Method Ni Putu Listya Devi; I Komang Sudarma
Journal of Education Technology Vol. 7 No. 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i2.64151

Abstract

The Balinese language's position as a mother tongue or regional language contributes to establishing the identity of its people. However, the use of Balinese is decreasing over time, and the quantity of speakers is decreasing. This study aims to develop interactive animated video media based on contextual method to improve students’ Balinese Language learning outcomes. Hannafin and Peck's model which comprises three processes (needs analysis, design, development, and execution) was employed in this development study project. The information was gathered using tests, questionnaires, observations, documentaries, and surveys. Data analysis techniques include the t-test, inferential statistical analysis, and quantitative descriptive analysis. Three students participated in the solo trials, nine in the small group trials, and sixteen in the outdoor tests of this study. Experts in learning media, design, and content served as the subjects. The results of the individual trial, small group trial, field trial, learning content expert test, learning design expert test, learning media expert test, and the learning media expert test were all excellent, with percentage scores of 96.66%, 94.66%, 90.22%, and 98.125%, were used to determine the validity of the interactive animated video media. The t-test illustrates the effectiveness of interactive animated video media by showing significant variations in student learning outcomes between the pre-and post-use media. Since the post-test results of the children are above the National Minimum Completeness Criteria, it is clear that interactive animated video media is an effective tool to assist Balinese Language learning process.
Scientific Approach E-Book on Science Content for VI Grade Elementary School Students Selvia Arfat; Alexander Hamonangan Simamora; I Komang Sudarma
Jurnal Pendidikan dan Pengajaran Vol 56 No 2 (2023): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i2.65175

Abstract

The use of technology is still lacking in learning, especially in the use of digital-based teaching materials which results in limited teaching materials that can be used by students in learning. This study aims to develop e-books with a scientific approach to science content for Class VI and to analyze the validity and effectiveness of e-books with a scientific approach to science content in Class VI. This research is development research and uses data collection techniques, namely questionnaires, pretest and post-test. Data collection is using questionnaires and tests. Data analysis techniques are using qualitative analysis, quantitative and inferential statistics. The results of this study are the results of validation by learning content experts obtained 95% with very good qualifications, validation results by learning design experts obtained 94.64% with very good qualifications, validation results by learning media experts obtained 95.31% with very good qualifications. The results of the individual trial review obtained 98.33% with very good qualifications, the results of the small group trial review obtained 96.66% with very good qualifications. The results of the effectiveness test of e-books with a scientific approach show significant differences in the results of learning science content before and after using e-book teaching materials. This shows that e-books with a scientific approach are effectively used due to the presentation design of material with a scientific approach, an attractive appearance, and practicality in learning so that they can motivate students in learning science.