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PELATIHAN KOLABORASI MEMBUAT LOGO KEMASAN PRODUK MENGGUNAKAN APLIKASI CANVA Dwi Novitasari; Ni Luh Putu Mery Marlinda; Ni Luh Putu Agetania; Emmy Febriani Thalib; Luh Putu Rara Ayu Ratnaningrum
Seminar Nasional Aplikasi Iptek (SINAPTEK) Vol 5 (2022): PROSIDING SINAPTEK
Publisher : LPPM Universitas Dhyana Pura

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Abstract

ABSTRAKSMA Negeri 5 Denpasar merupakan salah satu sekolah yang memiliki mata pelajaran kewirausahaan khususnya di kelas X. Mata pelajaran kewirausahaan ini bertujuan untuk membentuk manusia secara utuh (holistik), sebagai insan yang memiliki karakter, pemahaman dan ketrampilan sebagai wirausaha. Tujuan ini sejalan dengan Undang-undang Nomor 20 Tahun 2003. Salah satu indikator capaian materi pembelajaran dalam mata pelajaran kewirausahaan di kelas X yaitu membuat desain logo kemasan suatu produk. Untuk mencapai indikator tersebut maka diperlukan suatu pelatihan bagi siswa yang bertujuan agar siswa memiliki pengetahuan dan keterampilan dalam membuat desain logo kemasan suatu produk. Pembuatan desain logo kemasan suatu produk yang tepat merupakan salah satu hal yang sangat penting karena logo kemasan produk sebagai salah satu media promosi yang baik untuk dilakukan. Logo di kemasan produk pun mampu mengenalkan brand usaha kepada para konsumen dan calon konsumen. Aplikasi canva merupakan salah satu aplikasi online gratis yang dapat digunakan untuk membuat desain logo kemasan suatu produk. Metode pelaksanaan kegiatan ini menggunakan metode tes dan kuesioner. Setelah dilakukan pelatihan didapat hasil dari 5 pertanyaan terkait pelatihan kolaborasi membuat logo kemasan produk menggunakan aplikasi canva yang diajukan yaitu, rata-rata 84% dari 48 peserta mampu menjawab pertanyaan dengan benar dan peserta mengaku semakin bertambah pengetahuan, ketertarikan serta keterampilannyanya terhadap desain dan aplikasi canva. Selain itu, berdasarkan hasil kuesioner pelaksanaan kegiatan ini, didapatkan hasil bahwa rata-rata 76.6% dari 48 peserta aktif mengikuti kegiatan dan mengekspresikan sikap senang dan puas terhadap kegiatan pengabdian dan mengaku semakin bertambah pengetahuan, keterampilan dan ketertarikannya terhadap desain serta pemanfaatan aplikasi berbasis teknologi.Kata kunci: canva, logo kemasan, pelatihan
PELATIHAN MEMBUAT POWERPOINT PEMBELAJARAN BERBANTUAN MEDIA CANVA PADA SISWA SMA N 5 DENPASAR Ni Luh Putu Agetania; Santi Ika Murpratiwi; Ni Luh Putu Mery Marlinda; Dwi Novitasari; Emmy Febriani Thalib
Seminar Nasional Aplikasi Iptek (SINAPTEK) Vol. 6 (2023): PROSIDING SINAPTEK
Publisher : LPPM Universitas Dhyana Pura

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Abstract

Pembelajaran pada umumnya dilakukan dengan berbagai metode yang menyenangkan dandiselingi dengan penugasan untuk mempresentasikan hasil pemikiran dari siswa bersamakelompoknya. SMA Negeri 5 Denpasar pada pembelajaran tertentu menerapkan presentasipada proses pembelajarannya, salah satunya pada pembelajaran Fisika, PPKN, dan TeknologiInformasi. Agar pembuatan powerpoint tidak monoton, tim P2M melakukan sosialisasipembuatan powerpoint berbasis CANVA dan menjelaskan vitur-vitur aplikasi untuk membuatpresentasi menjadi lebih menarik. Aplikasi canva merupakan salah satu aplikasi online gratisyang dapat digunakan untuk membuat desain presentasi suatu produk. Metode pelaksanaankegiatan ini menggunakan metode tes dan kuesioner. Setelah dilakukan pelatihan didapat hasildari 5 pertanyaan terkait pelatihan kolaborasi membuat powerpoint menggunakan aplikasicanva yang diajukan yaitu, rata-rata 84% dari 48 peserta mampu menjawab pertanyaandengan benar dan peserta mengaku semakin bertambah pengetahuan, ketertarikan sertaketerampilannyanya terhadap desain powerpoint dan aplikasi canva. Selain itu, berdasarkanhasil kuesioner pelaksanaan kegiatan ini, didapatkan hasil bahwa rata-rata 76.6% dari 48peserta aktif mengikuti kegiatan dan mengekspresikan sikap senang dan puas terhadapkegiatan pengabdian dan mengaku semakin bertambah pengetahuan, keterampilan danketertarikannya terhadap desain serta pemanfaatan aplikasi berbasis teknologi.
Android Educational Game for Pancasila and Civic Education Learning Haris Abdullah Fasha; Santi Ika Murpratiwi; Moh. Ali Albar; Ni Luh Putu Agetania
Journal of Computer Science and Informatics Engineering (J-Cosine) Vol 8 No 2 (2024): Desember 2024
Publisher : Informatics Engineering Dept., Faculty of Engineering, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcosine.v8i2.615

Abstract

In the digital era, traditional teaching methods often fail to engage students, especially in Pancasila and Civic Education. Lack of understanding of Pancasila values leads to declines in religious, humanitarian, and unity values among students, evidenced by frequent fights and bullying. To address this, an interactive Android-based game, "Cerdas Pancasila," was developed with quizzes and puzzles to enhance students' understanding of Pancasila values. Using the Digital Game-Based Learning (DGBL) method, the study included five phases: analysis, design, development, quality assurance, and implementation. The analysis phase identified the need for engaging educational media for students aged 9 to 12. The design phase outlined instructional goals, and the development phase used Android Studio with Kotlin and Java to create the game prototype, which was distributed as a .apk file in the implementation phase. Quality assurance involved alpha and beta testing, resulting in a 90.2% acceptance rate, with 17 out of 18 students stating the game increased their knowledge about Pancasila.
The Development of Interactive Multimedia Raya Based on Local Wisdom Fire War in Buduk Village Pancasila Education Content for Fifth Grade Elementary Students Ni Komang Manik Mas Safitri; Didith Pramunditya Ambara; Ni Luh Putu Agetania
MIMBAR PGSD Undiksha Vol. 12 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v12i3.91610

Abstract

The rapid development of 21st-century technology plays a crucial role in various aspects of life, including education. However, the limited use of technology-based learning media often leads to student boredom, decreased motivation, and difficulty understanding learning content. This study aims to develop and evaluate the effectiveness of the RAYA interactive multimedia based on local wisdom, specifically designed to enhance conceptual understanding and cultural awareness in Pancasila Education for fifth-grade elementary students. The research employed the ADDIE development model involving stages of analysis, design, development, implementation, and evaluation. Data were collected through questionnaires, multiple-choice tests, and expert validation, involving 1 content expert, 1 media expert, 1 class teacher, and 11 fifth-grade students as trial subjects. Data analysis techniques included descriptive qualitative, descriptive quantitative, and inferential statistical analysis using a t-test. The results indicate that the developed multimedia is categorized as good by experts and users. Furthermore, the effectiveness test shows a significant improvement in students' learning outcomes with tcount = 12.266 > ttabel = 1.701 at a 5% significance level. These findings demonstrate that RAYA interactive multimedia effectively improves students’ conceptual mastery and cultural literacy in Pancasila Education. The implication of this research suggests that integrating local wisdom into interactive media can enhance learning outcomes and preserve cultural values among elementary school students.
Interactive Digital Map (PELITA) of Indonesia's Cultural Diversity in Pancasila Education Subjects for Grade V Elementary School Ni Made Putri Yuni Sridewi Indriani Wijaya; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
MIMBAR PGSD Undiksha Vol. 12 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v12i3.92370

Abstract

The lack of innovative learning media related to culture affects students' level of knowledge about culture and influences the low student learning outcomes. This study aims to create a digital map learning media related to the cultural diversity of Indonesia and to test the feasibility and effectiveness of the resulting product. This research is a development study using the ADDIE model. The subjects involved in this study were three experts and 27 fifth-grade elementary school students. Data collection methods used both tests and non-tests, with instruments in the form of interviews, questionnaires, and tests. The data were then analyzed through qualitative descriptive analysis, quantitative descriptive analysis, and inferential statistical analysis.The results showed that the product feasibility test by subject matter experts, instructional design experts, and learning media experts obtained very good qualifications, so the developed product can be declared feasible to support the learning process in Pancasila Education subjects. Furthermore, the effectiveness test showed that the interactive digital map media (PELITA) on Indonesian cultural diversity was effectively applied in the fifth-grade Pancasila Education class at elementary school. Based on these findings, it can be concluded that the interactive digital map media (PELITA) is able to bring positive changes to students’ understanding of Indonesian cultural diversity and improve student learning outcomes in Pancasila Education. The implication of this research is that it can make students interested and active in participating in learning and can have a positive impact on teachers by expanding their knowledge related to the development of innovative learning media.
Pengaruh Metode Debat Terhadap Partisipasi Belajar Mahasiswa Pendidikan Guru Sekolah Dasar (PGSD) Ni Luh Putu Agetania; Ni Wayan Eka Widiastini; Ni Luh Putu Mery Marlinda; I Gusti Agung Ayu Wulandari
JURNAL PENDIDIKAN KEWARGANEGARAAN Vol 9 No 1 (2025): Jurnal Pendidikan Kewarganegaraan Edisi Juni 2025
Publisher : UNIVERSITAS PGRI PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jpkn.v9i1.8183

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh metode debat terhadap partisipasi belajar mahasiswa Program Studi Pendidikan Guru Sekolah Dasar (PGSD). Hasil observasi awal menunjukkan bahwa tingkat partisipasi mahasiswa masih tergolong rendah. Penelitian ini diharapkan dapat memberikan kontribusi terhadap pengembangan strategi pembelajaran di perguruan tinggi serta menjadi acuan bagi dosen dalam memilih metode yang efektif. Penelitian menggunakan desain pre-eksperimental dengan model one group pretest-posttest, di mana partisipasi mahasiswa menjadi variabel terikat dan metode debat sebagai variabel bebas. Data dikumpulkan melalui tes dan lembar observasi. Hasil menunjukkan peningkatan skor rata-rata dari 60,70 (pretest) menjadi 71,38 (posttest). Selain itu, observasi terhadap 20 indikator menunjukkan peningkatan dalam partisipasi aktif, penyampaian argumen, dan kemampuan berpikir kritis mahasiswa. Analisis menggunakan SPSS menghasilkan nilai signifikansi 0.000 (<0.05), sehingga H0 ditolak. Kesimpulannya, metode debat berpengaruh positif terhadap peningkatan partisipasi mahasiswa dalam perkuliahan Pendidikan Kewarganegaraan.
Audiovisual Media on the Marine Natural Potential of Pererenan Village Water for Entrepreneurship-Based Learning in Grade V Elementary School Ni Putu Ayu Lenia Dewi; Gusti Ngurah Sastra Agustika; Ni Luh Putu Agetania
MIMBAR PGSD Undiksha Vol. 13 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i1.92348

Abstract

The limited use of innovative instructional media by teachers has led to a lack of student interest in learning Science and Social Studies (IPAS), which often requires memorization-based cognitive engagement. This study aims to analyze the effectiveness of entrepreneurship-based audiovisual media in improving students’ learning outcomes on the topic of marine water resources. This research adopts a Research and Development (R&D) design using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The study involved 20 fifth-grade elementary school students as research subjects. Data were collected through interviews, observations, questionnaires, and multiple-choice tests, using validated instruments. The data were analyzed using quantitative descriptive analysis, qualitative descriptive analysis, and inferential statistical analysis. The results showed that the tvalue (9.791) was greater than the ttable value (1.729), indicating a significant difference between the pretest and posttest scores. These findings confirm that the developed audiovisual media is effective in enhancing students’ academic performance. The study concludes that integrating entrepreneurship-based audiovisual media into instruction not only improves student learning outcomes but also strengthens the relevance of classroom content to real-life contexts and fosters the development of entrepreneurial values from an early age.
Pengaruh Strategi Pembelajaran The Influence of Multicultural Education Learning Strategies on Tolerance Attitudes Widiastini, Ni Wayan Eka; Ni Luh Putu Agetania
Jurnal Pendidikan Multikultural Indonesia Vol. 7 No. 2 (2024): September
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpmu.v7i2.86618

Abstract

Intolerance and bullying are still pressing problems in the education system in Indonesia, which have an impact on the creation of a harmonious and inclusive learning environment. This problem requires an innovative educational approach to foster an attitude of tolerance and understanding between students. This study aims to explore the effect of multicultural education learning strategies on improving the attitude of tolerance of elementary school students. This study used a quasi-experimental design involving two groups, namely the experimental group that received multicultural-based learning and the control group that underwent conventional learning methods. The research instrument was a tolerance attitude questionnaire that was analyzed using inferential statistics. The results showed that the group that received the multicultural learning strategy showed a significant increase in tolerance attitudes compared to the control group. These findings indicate that multicultural education can be an effective tool in creating a more inclusive and tolerant learning environment. This study contributes to the development of multicultural education in Indonesia, especially in the context of elementary education, and provides practical recommendations for teachers and schools in implementing learning strategies that support tolerance attitudes. The output of this study is expected to be published in an indexed national journal and provide a reference for the development of multicultural education policies in the future.
E-Dictionary of Basic Barong Dance Based on Direct Instruction in SBdP Subjects for Deaf Students I Putu Widiyana Putra; Anak Agung Gede Agung; Ni Luh Putu Agetania
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.90752

Abstract

This research is based on the problem that there is no learning media that can help deaf students in improving their skills so that their learning outcomes at school are still not optimal. The purpose of this research is to produce digital learning media, namely E-Dictionary of basic Barong dance based on direct instruction which has been adapted to the characteristics of deaf children. The type of research conducted is development research with the ADDIE model with the subjects involved, namely design experts, learning content experts, instructional design experts, learning media experts, and 6 deaf students in third grade. The data in this study were collected by non-test methods in the form of distributing questionnaires and performance assessments. Data analysis techniques used are descriptive qualitative, descriptive quantitative, and inferential statistics. The results of this study obtained a design expert assessment of 95.45%, learning content experts of 95%, instructional design experts of 95%, learning media experts of 95%, individual trials of 93.75%, small group trials of 95.48% which were qualified as very good. Based on the dependent sample t test, tcount = 17.855 was obtained. These results show tcount = 17.855 > ttable = 2.571. So it can be concluded that E-Dictionary of basic Barong dance based on direct instruction is effectively applied to SBdP subjects of deaf students in third grade. The implication of this research is to motivate teachers to use the E-Dictionary of basic Barong dance based on direct instruction in SBdP learning for deaf students.
Learning Media Through Balinese Songs (BaLe LaLi) to Improve Learning Outcomes in Civic Education for Fourth Grade Students Dewi, Ni Putu Eka Vicky Aprilia; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91578

Abstract

The low learning outcomes of students in the topic of rights and obligations in Civic Education indicate the need for innovative instructional media that can enhance student engagement and comprehension. The absence of culturally based, engaging media also poses a challenge in optimizing meaningful learning experiences. This study aims to develop, validate, and evaluate the effectiveness of an interactive learning media called BaLe LaLi (Belajar Lewat Lagu Bali), which integrates a traditional Balinese song into culture-based learning. This research employs a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The research subjects involved three experts (content, instructional design, and media), as well as 32 fourth-grade students divided into individual testing (3 students), small group testing (9 students), and field testing (20 students). Data were collected through observation, interviews, validation questionnaires, and learning achievement tests (pre-test and post-test), and analyzed using the paired sample t-test. The findings reveal that BaLe LaLi media is highly valid with an average score of 93.5%, and effectively improves student learning outcomes, with the mean score increasing from 68.5 in the pre-test to 86.59 in the post-test (t = 4.899; p < 0.05). Besides enhancing academic performance, this media is relevant for character building and preserving local culture through learning. The implications of this study suggest the potential for developing similar media integrating local culture to improve learning motivation and support character education in various educational themes.