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Cooperative Learning Model of the Picture and Picture Type Assisted by the Traditional Sepit-Sepitan Game on the Responsibility Character of Fourth-Grade Elementary School Students Ni Nyoman Sintya Sukma Dewi; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Indonesian Values and Character Education Journal Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ivcej.v8i1.100876

Abstract

The low level of students’ responsibility character, attributed to the dominance of conventional teaching methods, highlights the need for innovative learning models grounded in local culture that can meaningfully instill character values. This study aims to analyze the effect of the Picture and Picture model assisted by the traditional game sepit-sepitan on the responsibility character of elementary school students. A quasi-experimental approach was employed, using a non-equivalent control group design. The study involved 30 students selected through cluster random sampling, consisting of 17 students in the experimental group and 13 in the control group. Data were collected using an observation sheet measuring responsibility character on a dichotomous scale. The data were analyzed using the independent sample t-test. The analysis revealed that tcount = 2.90 exceeded ttable = 2.048 at the 5% significance level, indicating that H₀ is rejected and H₁ is accepted. These results suggest that the Picture and Picture model assisted by the sepit-sepitan game has a significant positive effect on improving students' responsibility character. The findings imply that the integration of culturally-based learning models can serve as an effective and enjoyable strategy for strengthening character education from an early age.
Virtual Field Trip Learning Video Based on Subak Local Wisdom for Fourth-Grade Elementary School Students Laksmi, Ni Komang Vera Nawa; Anak Agung Gede Agung; Ni Luh Putu Agetania
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.91827

Abstract

Effective learning requires innovation in the learning media used, especially to clarify contextual material. However, the limited use of technology in learning media often reduces the effectiveness of student understanding, thus affecting low learning outcomes. This study aims to develop virtual field trip learning video media based on local wisdom of Subak. This type of research is R&D using the ADDIE model procedure. The subjects of this research trial were several experts and fourth grade students. Data collection methods used tests, questionnaires and interviews. Data analysis techniques used quantitative descriptive, qualitative descriptive, and inferential statistics. The results of the study obtained were material expert tests of 91.1% (very good), learning design expert tests of 92.5% (very good), learning media expert tests of 91.6% (very good), individual trial results of 97.22% (very good), small group test results of 94.90% (very good) and the results of the effectiveness test showed an increase in average learning outcomes after using virtual field trip learning videos based on local wisdom of Subak. So it can be concluded that virtual field trip learning videos based on local wisdom of Subak are feasible and effective to be used in natural and social science subjects in elementary schools. The implication of this study is that the use of virtual field trip video media can increase students' learning motivation which then affects the improvement of student learning outcomes.
Social Attitudes in Fourth Grade Students: The Role of Augmented Reality (AR)-Assisted Bamboo Dance Cooperative Learning I Komang Sukma Adi Winata; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i2.96492

Abstract

The rapid development of the modern era has influenced elementary school students’ interaction patterns, which tend to show indifference toward their surroundings. This condition may hinder the formation of essential social attitudes needed for their development in society. This study aims to critically examine the effect of the Cooperative Learning Model of the Bamboo Dance Type assisted by Augmented Reality (AR) media in enhancing students’ social attitudes. Employing a quasi-experimental design with a non-equivalent control group post-test only, the research involved 163 fourth-grade students selected through cluster random sampling from five elementary schools. Social attitude data were collected using a non-test instrument in the form of an observation rubric designed to capture students’ ability to interact, collaborate, and demonstrate tolerance during the learning process. Data were analyzed using the t-test at a 0.05 significance level. The results indicated that the t-value of 2.0416 exceeded the t-table value of 1.688, suggesting a positive and significant effect of the Cooperative Learning Model of the Bamboo Dance Type assisted by AR on students’ social attitudes. The findings highlight that integrating cooperative learning with AR technology fosters an active, collaborative, and tolerant learning environment, effectively promoting students’ understanding and internalization of social values. This study implies that such an innovative learning model provides a relevant strategy to support 21st-century educational needs.
Media Pembelajaran Interaktif “SIBUDAYA” (Keragaman Budaya) Berbasis Self Instructional pada Muatan IPAS Kelas IV Sekolah Dasar Aprilia, Ni Wayan Yeni; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92712

Abstract

This research is motivated by the issue that the topic of cultural diversity in the IPAS subject at the elementary school level has a broad and complex scope, making it difficult for students to understand. This study aims to develop and test the effectiveness of an interactive learning media based on Self-Instructional principles. The development model used in this research is the ADDIE model, which consists of five stages. The research trial subjects comprised 32 fourth-grade elementary school students. The data analysis methods used include qualitative analysis, quantitative analysis, and inferential statistics to measure the effectiveness of the product. The feasibility test results of the interactive media "SIBUDAYA" received an excellent rating, with a feasibility percentage of 93.75% from material experts, 91.66% from design experts, and 97.22% from practitioners. The individual trial among students obtained a score of 88.13%, while the small group trial reached 87.03%, indicating that this media is highly suitable for use in learning. The effectiveness of this interactive media was tested through a post-test, where the t-test calculation results showed that the tvalue = -149.59 was significantly greater than the ttable value = 2.04. Therefore, it can be concluded that this learning media is effective in helping students understand the topic of cultural diversity in IPAS and improving their learning outcomes.
The Role-Playing Type of Cooperative Learning Model Assisted by Digital Comic Media on the Social Attitudes of Grade IV Elementary School Students I Gede Bagus Markandeya; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.93794

Abstract

Low social attitudes among students in learning activities pose a significant issue, as it affects their ability to interact, collaborate, and empathize within the school environment. One contributing factor is the lack of innovative learning models that can optimally foster students' social attitudes. This study aims to examine the effect of the cooperative learning model of the role playing type assisted by digital comic media on students' social attitudes. This research employed a quasi-experimental design with a non-equivalent post-test only control group design. The study involved 56 fourth-grade elementary school students selected through cluster random sampling and divided into an experimental group and a control group. Data were collected using a non-test method in the form of social attitude observation sheets and analyzed using an independent sample t-test. The results showed that the tvalue = 4.276 > ttable = 1.670 at a 5% significance level, indicating a significant effect of the cooperative role playing model assisted by digital comics on students' social attitudes. It can be concluded that this learning model effectively improves students' social attitudes. The findings imply that the cooperative role playing model with digital comic media is a feasible and effective alternative strategy for developing students’ social attitudes in elementary education.