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Interactive Learning Multimedia with Problem-Based Learning for Fifth-Grade Elementary School Students Arnindya Navitri Ainullah; I Nyoman Jampel; I Gde Wawan Sudatha
Jurnal Ilmiah Sekolah Dasar Vol 7 No 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v7i2.57377

Abstract

There are limitations and a need for teacher ability to utilize technology to create innovative supporting teaching materials for students. The purpose of this research is to develop interactive learning multimedia. This type of research is development research with the ADDIE model. The subjects involved in this study were content experts, design experts, media experts, and trial students. Data were collected using the questionnaire and test methods, with assessment instruments in the form of learning achievement tests and test sheets for the validity of media products. The data obtained in the study were then analyzed using qualitative descriptive analysis techniques, quantitative descriptive, and t-test inferential statistical analysis. The results of this development research show that the design and development of interactive learning multimedia include five stages of the ADDIE model, product validity obtained from the review results of very well-qualified content experts (93.33%), very well-qualified design experts (93.75%), qualified media experts very good (93.33%), the results of the individual trials were very well qualified (93.66%), and the small group trials were very well qualified (92.56%), the results of the multimedia effectiveness test obtained an average pretest of 51.57 and an average of posttest 87.85. It was concluded that problem-based learning-based interactive multimedia is very qualified and feasible to implement and use in the Indonesian content learning process.
Upaya Meningkatkan Semangat Belajar Siswa melalui E-Modul Berorientasi Discovery Learning Ririn Tri Ulan Dari; I Gde Wawan Sudatha
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i1.43966

Abstract

Guru mengalami kesulitan dalam menggunakan teknologi mengembangkan bahan ajar ataupun media pembelajaran yang dapat memfasilitasi siswa dalam belajar. Hal ini berdampak pada kurangnya motivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengembangkan modul elektronik (E-modul) berbasis Discovery Learning pada mata pelajaran Teknologi komunikasi dan informasi. Jenis penelitian ini yaitu penelitian pengembangan dengan model ADDIE. Subjek penelitian yaitu 3 ahli yaitu 1 ahli isi pembelajaran, 1 ahli desain pembelajaran, dan 1 ahli media pembelajaran. Subjek uji coba produk berjumlah 9. Metode yang digunakan dalam mengumpulkan data yaitu observasi, wawancara, dan kuesioner. Instrument yang digunakan untuk mengumpulkan data yaitu kuesioner. Teknik yang digunakan untuk menganalisis data yaitu analisis deskriptif kualitatif dan kuantitatif. Hasil penelitian yaitu hasil penilaian dari ahli isi pembelajaran dengan kualifikasi sangat baik (100%). Ahli desain pembelajaran dengan kualifikasi sangat baik (92,5%). Ahli media pembelajaran dengan kualifikasi sangat baik (91,6%). Hasil uji coba perorangan dengan kualifikasi sangat baik (95%), dan hasil uji coba kolompok kecil dengan kualifikasi sangat baik (93%). Dapat disimpulkan bahwa E-modul berbasis Discovery Learning pada mata pelajaran TIK valid dan layak digunakan dalam proses pembelajaran. E-modul yang telah dikembangkan dapat membantu guru dalam mengajar dan meningkatkan semangat siswa dalam belajar secara mandiri.
Video Content of Menek Daha Ceremony (Ngeraja Sewala and Ngeraja Singha) as Audio Visual Learning Media I Wayan Sudiarta; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha
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.v12i1.67546

Abstract

Currently, with the development of technology, situational images related to insight and knowledge regarding commonly carried out religious ritual practices can be disseminated via digital platforms. This article aims to analyze the suitability of videos broadcast on YouTube with the content of the Ngeraja Sewala and Ngeraja Singha ceremonies in the Balinese Hindu community tradition as effective audio-visual learning media. This study uses a qualitative descriptive method by collecting data from videos on the YouTube platform conducting content analysis and evaluating the criteria for effective audio-visual learning media. Content analysis was carried out on the videos that had been collected. Continued with the process of processing data that has been collected and analyzed, through a qualitative approach and presenting it in the form of descriptions. The results of the study found that video content containing information about the Menek Daha ceremony (Ngeraja Sewala and Ngeraja Singha) which had been published via the YouTube platform was grouped into three types, namely: 1) Ordinary video documentation that is not intended as a medium for conveying more complete information to its viewers, 2) Documentary videos that include informative narrations where the sound narration and scenes in the video are out of sync, and 3) Video tutorials that make the source narrate direct and dominant in the video where between the narration and picture scenes are shown in sync.
Storytelling-Based Learning Videos to Improve Student Learning Outcomes in Elementary Schools Wirayanti Nona Alor Usman; I Nyoman Jampel; I Gde Wawan Sudatha
International Journal of Language and Literature Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v9i2.111978

Abstract

This study was motivated by the relatively low learning outcomes of elementary school students, which are influenced by less engaging instructional processes and the limited use of interactive learning media. Therefore, innovative learning media such as storytelling-based instructional videos are needed to enhance students’ understanding and learning outcomes. This study aims to analyze the feasibility, practicality, and effectiveness of storytelling-based instructional videos in improving the English learning outcomes of third-grade students. The development model employed in this study was ADDIE. The research subjects consisted of 37 third-grade students who participated in both small-scale and large-scale trials. Data were collected through validation questionnaires completed by material experts, media experts, and instructional design experts, as well as response questionnaires from students and teachers. In addition, learning outcome data were obtained through pre-test and post-test assessments. Data analysis was conducted using qualitative descriptive analysis, quantitative descriptive analysis, the Wilcoxon Signed-Rank Test, and N-gain calculations. The results indicate that the developed instructional video received a “very good” rating from experts, while student and teacher responses were categorized as very positive. Furthermore, the effectiveness test showed a high category improvement in students’ learning outcomes. These findings demonstrate that storytelling-based instructional videos are valid, practical, and effective in improving elementary school students’ English learning outcomes. The study also implies that integrating storytelling into audiovisual media can create more interactive, enjoyable, and meaningful learning experiences for elementary school students in the digital era.  
Efektivitas Media Infografis Interaktif Berbasis Discovery Learning dalam Meningkatkan Literasi Digital Siswa Sekolah Menengah Kejuruan I Kadek Wihendradinata; Ketut Agustini; I Gde Wawan Sudatha
Jurnal Manajemen Pendidikan dan Ilmu Sosial Vol. 7 No. 4 (2026): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Juni- Juli 2026)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v7i4.8629

Abstract

Literasi digital siswa SMK masih menjadi permasalahan serius, terutama dalam membedakan hoaks, menjaga keamanan data pribadi, dan menerapkan etika digital. Penelitian ini bertujuan mendeskripsikan pengembangan dan menganalisis efektivitas media pembelajaran "InfodigiLearn" berbasis infografis interaktif dengan model Discovery Learning pada mata pelajaran Informatika Fase E menggunakan metode Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Melibatkan 28 siswa kelas X SMK Negeri 1 Kubutambahan, penelitian ini menggunakan instrumen lembar validasi ahli, kuesioner UEQ, dan tes pretest-posttest. Hasil penelitian menunjukkan bahwa InfodigiLearn dinyatakan sangat valid oleh ahli materi dan media, serta sangat praktis dengan predikat Excellent pada dimensi daya tarik, kemudahan penggunaan, dan stimulasi berdasarkan UEQ. Media ini juga terbukti efektif meningkatkan kemampuan literasi digital siswa secara signifikan ($p < 0,001$) dengan indeks N-Gain berkategori sedang dan ukuran efek (effect size) yang sangat besar. Dapat disimpulkan bahwa media InfodigiLearn memenuhi kriteria valid, praktis, dan efektif sebagai solusi inovatif untuk meningkatkan literasi digital siswa SMK, serta berpotensi menjadi referensi pengembangan media pembelajaran di pendidikan vokasi dalam mengatasi keterbatasan infrastruktur teknologi.
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.
A SYSTEMATIC LITERATURE REVIEW: ETHNOMODELLING AS CULTURALLY SITUATED MATHEMATICAL MODELLING Melkior Wewe; I Gde Wawan Sudatha; I Kadek Suartama; Made Hery Santosa
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 7 No. 3 (2026): Volume 7 Number 3 (July 2026)
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v7i3.8079

Abstract

Ethnomodelling has emerged as a bridge between ethnomathematics and mathematical modelling, yet its conceptual boundaries and methodological applications remain fragmented. This review examines how culturally situated mathematical practices are transformed into mathematical models, learning tasks, digital resources, learning trajectories, and curriculum designs in mathematics education. Guided by PRISMA 2020 principles, this study employed a systematic review and conceptual synthesis. Relevant studies were identified through database searching and citation chasing using multilingual keywords in English, Indonesian, Portuguese, and Spanish. After duplicate removal, title and abstract screening, full-text assessment, and quality appraisal, 26 empirical, design-based, and conceptual studies were included. A hybrid SPIDER/PICo framework guided study selection, data extraction, and thematic-conceptual analysis. The synthesis revealed four major trajectories: theoretical ethnomodelling grounded in emic, etic, and dialogical translation; modelling of cultural artifacts such as architecture, calendars, Indigenous number systems, games, food practices, and symbolic patterns; classroom and digital design through worksheets, GeoGebra, and learning trajectories; and equity-oriented humanization of mathematics through local and Indigenous knowledge. Ethnomodelling should be understood as culturally situated mathematical modelling, not decorative cultural contextualization. Future studies need stronger designs, clearer outcomes, and ethical engagement with the communities from which cultural knowledge is derived.
Pendampingan Media Video Berbasis Powtoon dengan Muatan Satua Bali untuk Meningkatkan Literasi Membaca Siswa Sekolah Dasar I Gde Wawan Sudatha; Luh Sri Surya Wisma Jayanti; Ade Asih Susiari Tantri
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.v9i2.86242

Abstract

Masalah literasi siswa telah menjadi fokus utama dalam upaya meningkatkan kualitas dan standar pendidikan. Salah satu tantangan yang signifikan adalah semakin menurunnya minat siswa terhadap kegiatan membaca. Hal ini sebagian besar dipengaruhi oleh perkembangan teknologi modern dan media digital. Tujuan Pengabdian ini menganalisis pendampingan media video berbasis Powtoon dengan muatan satua bali untuk meningkatkan literasi membaca siswa sekolah dasar. Jenis Pengabdian ini merupakan Pengabdian pengabdian. Metode Pengabdian menggunakan metode non tes. Data observasi diperoleh dari 7 sekolah dengan jumlah keseluruhan siswa adalah 95 orang siswa. Teknik analisis data menggunakan analisis kuantitatif dan kualitatif. Hasil Pengabdian minat belajar siswa terutama dalam literasi sebelum dan sesudah penggunaan video pembelajaran Satua Bali berbasis animasi Powtoon terjadi peningkatan yang sangat signifikan dari 20% menjadi 80%. Sebelum pelaksanaan program PKM, hanya 16% siswa yang menunjukkan kemampuan literasi yang memadai. Namun, setelah program diterapkan, angka tersebut melonjak drastis hingga mencapai 84,2%. Simpulan Pengabdian menunjukkan peningkatan signifikan terhadap kemampuan literasi baca tulis siswa di SD. Implikasi Pengabdian ini yaitu Satua Bali ke dalam media video interaktif untuk meningkatkan minat siswa terhadap budaya lokal sekaligus memperbaiki keterampilan membaca mereka. Melalui pelatihan bagi guru dan implementasi media video, diharapkan siswa akan lebih terlibat dan termotivasi dalam proses pembelajaran, serta lebih memahami dan menghargai cerita rakyat Bali.
Pusaka: Penguatan Usaha Seni Lukisan Kaca Sebagai Produk Unggulan Desa Nagasepaha I Gde Wawan Sudatha; I Ketut Supir; Ni Wayan Widi Astuti; I Nyoman Rediasa
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.v14i2.105983

Abstract

Desa Nagasepaha di Kabupaten Buleleng, Bali, dikenal sebagai sentra seni lukisan kaca yang telah diakui sebagai Warisan Budaya Takbenda UNESCO. Namun, potensi ekonomi kreatif tersebut belum diikuti dengan peningkatan kapasitas produksi, manajemen usaha, dan strategi pemasaran yang optimal. Permasalahan utama yang dihadapi para perajin meliputi kualitas produk yang belum optimal, belum adanya sistem pembukuan digital, serta pemanfaatan media pemasaran daring yang masih rendah. Program pengabdian ini bertujuan memperkuat kapasitas pelaku usaha seni lukisan kaca Nagasepaha melalui penggunaan nano-coating, peningkatan kualitas penutup bingkai, pencatatan keuangan digital, dan digital marketing. Metode yang digunakan meliputi sosialisasi program, workshop penggunaan nano-coating, pelatihan bingkai produk, pelatihan dan simulasi penggunaan pencatatan keuangan, pelatihan digital marketing (e-commerce) dan konten digital dengan melibatkan dua mitra pelaku usaha seni lukisan kaca serta Pemerintah Desa Nagasepaha. Hasil kegiatan menunjukkan bahwa mitra telah berhasil menghasilkan produk lukisan kaca yang lebih tahan lama dan bernilai jual tinggi berkat penerapan nano-coating dan desain bingkai inovatif, serta mampu mengelola keuangan dengan aplikasi digital sederhana dan memasarkan produk melalui platform e-commerce. Program ini berkontribusi terhadap penguatan ekonomi kreatif berbasis budaya lokal serta menjadikan lukisan kaca Nagasepaha sebagai produk unggulan desa yang berdaya saing.