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Media Video Pembelajaran Interaktif Berbasis Problem Based Learning Pada Mata Pelajaran IPAS I Dewa Ngakan Made Widnyana Artha; Anak Agung Gede Agung; Alexander Hamonangan Simamora
Jurnal Penelitian dan Pengembangan Sains dan Humaniora Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppsh.v8i3.84831

Abstract

This research is motivated by students who use more textbooks, but the number is limited. Students quickly get bored because there is no variation in learning media. The purpose of this study is to analyze interactive learning videos based on problem-based learning in science learning for grade IV elementary school. The method used in the development is ADDIE. The ADDIE method is a systematic method consisting of 5 main stages, namely analysis, design, development, implementation, and evaluation. This study uses data collection methods in the form of questionnaires and tests. The data analysis technique used is a quantitative descriptive and inferential statistical analysis of the t-test. The results of this study are the design of interactive learning videos from the analysis stage to the evaluation stage, the validity of the experts, the practicality based on individual, small group, and field tests, and the effectiveness of interactive learning videos based on problem-based learning seen from the calculation of the t-test show that there is a significant difference in learning outcomes before and after using interactive learning videos based on problem-based learning. The post-test value is above the KKTP; it is concluded that the use of interactive learning videos based on problem-based learning is effective in improving learning outcomes for grade IV. The implications of this research can improve analytical thinking and problem-solving skills that are useful outside the academic context.
Safety-Based Dolphin Tourism Supports Tourism Development Werang, Basilius Redan; Anak Agung Gede Agung; Alexander Hamonangan Simamora; I Gusti Ngurah Agung Suryaputra
International Journal of Community Service Learning Vol. 8 No. 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v8i4.85129

Abstract

Dolphin tourism is one of the famous tourist attractions and is a characteristic of Lovina Beach. this activity can potentially be a source of income for the local community. This dolphin tour is very popular with domestic and foreign tourists, and not a few capture moments during dolphin tours; this triggers tourists to pay less attention to safety during dolphin tours. This community service aims to improve security services (safety guards) in guiding tourists and to improve digital-based dolphin tourism information service facilities. The method applied is training and community service; the subject of the study was the Segara Wangi group, with a total of 30 members. The results of the training and community service showed a significant increase in the average ability of participants after participating in the training. The results of the data analysis showed that the implemented community service program was successful in increasing the knowledge and skills of participants related to marine tourism security management and Dolphin Tourism WEB Booking management.
Peningkatan Kapasitas Kelompok Kerja Guru dalam Penanganan Masalah Bullying dan Pengembangan Media Berbasis Collaborative Augmented Reality I Nyoman Jampel; Alexander Hamonangan Simamora; Anak Agung Gede Agung
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.v9i1.85224

Abstract

Rendahnya kompetensi dan keterampilan guru menjadi hambatan utama dalam perubahan metode pengajaran. Tujuan dari penelitian ini adalah untuk mengevaluasi penerapan pembelajaran inovatif serta menganalisis masalah bullying di sekolah dasar. Penelitian ini bertujuan untuk menciptakan media Collaborative Augmented Reality (CAR) sebagai sarana untuk meningkatkan pemahaman siswa tentang bullying dan meningkatkan partisipasi mereka dalam pencegahannya. Penelitian ini merupakan penelitian kualitatif dengan menggunakan desain studi kasus. Subjek yang terlibat sebanyak 50 orang guru. Metode pengumpulan data yang digunakan meliputi kuesioner yang dilakukan sebelum dan sesudah penggunaan media CAR, serta wawancara dengan siswa dan guru. Instrumen yang digunakan adalah lembar kuesioner untuk mengukur pengetahuan dan sikap siswa terkait bullying. Analisis data dilakukan menggunakan teknik statistik deskriptif dan inferensial untuk menilai perubahan dalam pemahaman dan sikap siswa. Hasil penelitian menunjukkan bahwa penggunaan media CAR secara signifikan dapat meningkatkan kesadaran siswa tentang bullying dan empati terhadap korban, serta mengurangi insiden bullying di sekolah. Kesimpulan dari penelitian ini menekankan bahwa media berbasis CAR merupakan alat yang efektif untuk menangani masalah bullying, dengan potensi untuk menciptakan lingkungan belajar yang lebih aman, inklusif, dan responsif terhadap kebutuhan siswa. Implikasi dari hasil penelitian ini signifikan bagi praktik pendidikan dasar. Penggunaan media CAR tidak hanya membuat proses pembelajaran lebih menarik dan interaktif tetapi juga mendukung pembelajaran kolaboratif di kelas.
The Effect of the Team Game Tournament Cooperative Learning Model on Civic Education Learning Outcomes I Putu Agistyawangsa; I Made Citra Wibawa; Alexander Hamonangan Simamora
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.v12i3.91278

Abstract

The low student learning outcomes in Civics subjects indicate the need for innovation in the application of learning models that are more interactive and actively involve students. This study aims to examine the effect of using the Team Game Tournament Type Cooperative learning model on the learning outcomes of Civics of grade V students. The method used in this research is experimental research with a quasi-experimental design.  The research population used in this study were grade V students consisting of 6 classes in 6 schools. The sampling technique used in this study was Cluster Random Sampling so that each class had the same opportunity to become a research sample. Data collection was carried out using the test method, namely measuring the competence of Civics knowledge. The collected data were analyzed using descriptive statistical analysis and inferential statistical analysis. The results showed that Team Game Tournament (TGT) Cooperative Learning significantly improved learning outcomes and student engagement, as evidenced by the increase in pretest to posttest scores as well as increased student motivation and participation in class. In conclusion, this approach is able to improve student understanding through collaborative, competitive, and fun activities, thus creating a more interactive and effective learning environment. The implementation of TGT can be a significant alternative in improving the quality of learning and the achievement of student learning outcomes in Civics subjects.
Web “I Know English” sebagai Inovasi Pembelajaran Bahasa Inggris pada Siswa Kelas V Sekolah Dasar Bago, Zefania; Alexander Hamonangan Simamora; I Kadek Suartama
Indonesian Gender and Society Journal Vol. 5 No. 2 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/igsj.v5i2.93041

Abstract

Pembelajaran bahasa Inggris di sekolah dasar seringkali kurang efektif akibat tidak digunakannya media pembelajaran yang inovatif. Hal ini berdampak pada kesulitan siswa dalam memahami materi dan rendahnya hasil belajar mereka. Tidak digunakannya media pembelajaran, khususnya pada mata pelajaran bahasa inggris berdampak pada siswa yang kesulitan dalam memahami pembelajaran yang memicu rendahnya hasil belajar. Tujuan penelitian ini adalah mengembangkan web pembelajaran I Know English pada siswa kelas V Sekolah Dasar. Jenis penelitian ini yaitu penelitian pengembangan dengan menggunakan model ADDIE. Pengumpulan data menggunakan metode kuesioner. Teknik analisis data yang digunakan yaitu analisis deskriptif kuantitatif. Penelitian yang dilakukan menunjukkan bahwa web pembelajaran I Know English memenuhi kriteria dengan kualifikasi sangat baik berdasarkan hasil uji ahli isi/materi pelajaran sebesar 100%, uji ahli desain pembelajaran sebesar 94%, uji ahli media pembelajaran sebesar 92%, uji coba perorangan sebesar 100%, dan uji coba kelompok kecil sebesar 99%. Penelitian ini menunjukkan bahwa penggunaan web pembelajaran 'I Know English' dapat meningkatkan hasil belajar siswa dalam bahasa Inggris. Namun, penelitian ini memiliki batasan pada sampel yang relatif kecil dan hanya mencakup satu sekolah dasar. Berdasarkan hasil yang didapatkan, dapat disimpulkan bahwa web pembelajaran I Know English layak untuk digunakan dalam pembelajaran.
Microvideo Neurofeedback-Oriented Approach in Science Subjects for Grade IV Elementary Students Gunawan, I Kadek arya; Adrianus I Wayan Ilia Yuda Sukmana; Alexander Hamonangan Simamora
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.v5i1.97158

Abstract

The use of innovative learning media is crucial in creating an engaging, interactive, and effective learning process. There is a growing need for media that can enhance students' active engagement through the integration of neurofeedback elements. This study aims to develop neurofeedback-oriented animated micro-videos for the Science and Social Studies (IPAS) subject in fourth-grade elementary school. The method employed is Research and Development (R&D) using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of three experts (in content, media, and instructional design), three students for the individual trial, six students for the small group trial, and 28 fourth-grade students in the field trial through pre-test and post-test procedures. Data were collected through interviews, questionnaires, and expert validations. The validation results showed that the material and media aspects received a feasibility score of 98%, while the instructional design component received 95%, all categorized as "very good". Student responses in both the individual and small group trials were 100% positive. The study concludes that the neurofeedback-oriented animated micro-video media is feasible to be implemented to support IPAS learning in a more effective and interactive manner. The implications of this study suggest that the integration of neurofeedback-based technology in learning media holds significant potential for improving the quality of instruction and supporting instructional differentiation across various learning contexts.  
Metacognitive Theory-Based Learning Video to Improve Learning Outcomes in Pancasila Subjects for Fifth-Grade Elementary School Students Ni Ketut Virna Jayanti; I Kadek Suartama; Alexander Hamonangan Simamora
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.98856

Abstract

The background of this study is the problem faced by students regarding Pancasila material, which is insufficiently visualized through the use of technology. This study aims to develop learning video media for Pancasila lessons. The type of research is developmental, using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects included 1 content learning expert, 1 instructional design expert, 1 learning media expert, 3 students in individual trials, and 9 students in small-group trials. Data collection methods employed were questionnaires, observation, interviews, written tests, and document recording, using instruments such as questionnaires, observation sheets, interview guides, and test items. Data analysis was conducted using quantitative descriptive statistics and inferential statistics (correlated t-test). The results showed that the learning media received high validation scores from the experts: 95% from the content expert, 92% from the design expert, and 96% from the media expert, all classified as very good; individual trials with three students achieved an average score of 89.23% (good), while small-group trials with nine students achieved an average score of 91.96% (very good). The implications of this study indicate positive impacts for school principals, teachers, and students, supporting a more effective, interactive learning process that enhances student engagement and understanding optimally.
A Contextual Approach-Based E-Book to Improve Students' Metacognitive Abilities in Grade V Science Learning Sitepu, Fitra; Alexander Hamonangan Simamora; Adrianus I Wayan Ilia Yuda Sukmana
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.99077

Abstract

Metacognition is the ability to understand, control, and evaluate thinking processes, which is important for independent learning, critical thinking, and adaptation in the 21st century. However, the metacognitive abilities of elementary school students are still low, as seen in their low IPAS scores due to limited teaching materials. The aim of this study is to develop a valid and effective contextual-based e-book to improve students’ metacognitive abilities. This research uses the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study consisted of three experts and 25 students. Data were collected in both quantitative and qualitative forms, using questionnaires for expert validation. Test instruments were used for the pretest and posttest, and data were analyzed using the t-test technique. The results showed that the e-book was successfully developed through the stages of the ADDIE model. The e-book was declared valid based on expert reviews, with a score of 96.00% from content experts, 96.00% from instructional design experts, and 98.00% from media experts. User responses to the e-book reached 98.00% in individual trials and 98.22% in small group trials. The effectiveness of the e-book, based on the t-test, showed a significance level of 0.000 < 0.05, indicating a significant difference in students’ metacognitive abilities before and after using the e-book. It can be concluded that contextual e-books are valid and effective in improving metacognitive abilities and have implications for improving students' metacognitive abilities. They are also a solution to overcome the limited teaching materials available in the learning process.
Learning Video Based on a Contextual Approach to Improve Metacognitive Skills in Grade III Elementary School English Steffie Grace Lumbantobing; I Nyoman Jampel; Alexander Hamonangan Simamora
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 2 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i2.100530

Abstract

Learning in elementary schools needs to emphasize metacognitive skills because these skills serve as a crucial foundation for shaping students' reflective and independent thinking. Metacognition involves the ability to understand and manage one's own thinking processes, such as planning, monitoring, and evaluating how one learns. However, in practice, the metacognitive skills of third-grade elementary students in English learning are still relatively low. This study aims to develop contextual-based instructional videos to improve the metacognitive skills of third-grade students in English subjects. This research is a type of Research and Development (R&D) using the Hannafin and Peck model, which consists of three stages: needs analysis, design, and development-implementation. The individual trial involved 3 students, the small group trial involved 9 students, and the field trial was conducted on a full class consisting of 30 students. The product was developed in the form of a learning video on the topic "My Classroom is Clean" in MP4 format, complemented with text, narration, animation, and real-life contexts. The results showed that the average pretest score was 64.4, while the average posttest score increased to 87.2. Therefore, the developed instructional video proved effective in improving students’ metacognitive skills. In conclusion, the use of contextual-based instructional videos is effective in enhancing the metacognitive skills of third-grade elementary students in English learning. The implication is that contextual video media can serve as an alternative learning tool to foster students’ higher-order thinking skills from an early age.