Ni Made Ignityas Prima Astuti
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Representasi Ketidakadilan Perempuan dalam Novel Gadis Pantai karya Pramoedya Ananta Toer Ni Made Ignityas Prima Astuti; Made Aditya Dharma; Aditya Ridho Fatmawan
Musamus Journal of Language and Literature Vol 7 No 1 (2024): Musamus Journal of Language and Literature
Publisher : Universitas Musamus Merauke

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35724/mujolali.v7i1.6208

Abstract

This research aims to describe (1) the representation of women's injustice in the novel Girl Beach, (2) the representation of women's struggle in the novel Girl Beach by Pramoedya Ananta Toer. The design of this research is qualitative descriptive. The data source used is the novel Pantai Girl by Pramoedya Ananta Toer, published in 2003, 270 pages, publisher Lentera Dipantara, in Jakarta. The data collection technique that the author uses in this research uses the documentation method. The data collected was in the form of quotes regarding the representation of injustice and the struggles of female characters sourced from the novel Pantai Girl by Pramoedya Ananta Toer. The results of the research are that the main character in the novel Pantai Girl by Pramoedya Ananta Toer experiences injustice which includes subordination (assuming it is not important in decisions), stereotypes (negative labeling), violence (violence), and double burden (double burden), while the representation of the character's struggle in Fighting injustice in the novel Pantai Girl by Pramoedya Ananta Toer, namely the character Pantai Girl fights back by expressing opinions and resistance in the form of physical actions.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS CANVA UNTUK MENINGKATKAN PEMAHAMAN KONSEP PADA MATERI TEKS PROSEDUR SISWA KELAS IV SEKOLAH DASAR Ni Komang Ayu Sri Apriani; Ni Made Ignityas Prima Astuti; Ni Putu Juni Artini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43789

Abstract

This study aims to develop Canva-based video learning media for procedural texts for elementary school students. The research method used in this study is Research and Development (R&D) with the ADDIE development model, which includes analysis, design, development, implementation, and evaluation. The research subjects consisted of validators, material experts, and media experts, who assessed the feasibility of the developed learning media. Data collection techniques were conducted through interviews and validation sheets provided to the material and media experts to determine the level of feasibility of the learning media. The validation results showed that the developed learning media received 87.5% approval from the material experts and 88.39% approval from the media experts, categorized as very valid. These results indicate that the Canva-based video learning media is suitable for use as a learning medium in the learning process. This media is designed with an attractive appearance, systematic presentation of material, and easy-to-understand language, thus helping students understand procedural texts. Therefore, Canva-based video learning media can be used as an alternative learning medium to support the learning process in elementary schools.
PENGEMBANGAN VIDEO ANIMASI BERMUATAN TRI HITA KARANA PADA METERI TEKS FABEL KELAS IV SEKOLAH DASAR Nia Charolin, Ni Komang Ameilya; Ni Made Ignityas Prima Astuti; Nyoman Ayu Putri Lestari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47422

Abstract

Animated video media containing Tri Hita Karana on fable text material for fourth grade elementary school students was developed in this study. The basis for implementing this research is the still low conventional learning methods, lack of student motivation, the absence of character values ​​such as Tri Hita Karana and the lack of optimization of the use of digital media. This study uses a Research and Development (R&D) approach with the ADDIE model. The model consists of five systematic stages, namely the analysis stage (analyze), design (design), development (development), implementation (implement), and evaluation (evaluate). The research subjects were 30 fourth grade students of SD Negeri 1 Baler Bale Agung and teachers/homeroom teachers. Data were collected through interviews, questionnaires, and documentation. The results of the validation of material experts averaged a score of 95.93% with a "very valid" category, as well as 96.25% of media experts categorized as "very valid". Teacher responses to the practicality of the media reached 100% with a "very practical" category. Meanwhile, student responses to the small-scale test reached 86.44% and the large-scale test 81.16%, categorizing both as "very practical." Based on these results, the animated video containing Tri Hita Karana was declared valid, practical, and efficient in interactive learning, meeting the needs of fourth-grade elementary school students.
PENGEMBANGAN KOMIK DIGITAL BERBASIS TRI HITA KARANA UNTUK MENINGKATKAN KETERAMPILAN LITERASI MEMBACA SISWA KELAS IV SEKOLAH DASAR Ni Putu Sinta Widari; Ni Made Ignityas Prima Astuti; I Made Aditya Dharma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44311

Abstract

This study aims to develop a Tri Hita Karana-based digital comic that is feasible, practical, and effective for improving the reading literacy skills of fourth-grade elementary school students. The research method used is Research and Development (R&D), with a development model that includes needs analysis, design, development, implementation, and evaluation. The subjects were fourth-grade elementary school students. Data collection techniques included observation, questionnaires, and reading literacy skills tests. The research instruments included validation sheets from material experts and media experts, teacher and student response questionnaires, and learning outcome tests. The results showed that the Tri Hita Karana-based digital comic achieved a very good level of feasibility, with validation percentages from material experts of 88% and from media experts of 88%, and a practicality level of 88%. The use of digital comics in learning also demonstrated an improvement in the reading literacy skills of fourth-grade elementary school students. Thus, the Tri Hita Karana-based digital comic is deemed suitable for use as a learning medium to improve students' reading literacy skills.
PENGEMBANGAN MEDIA VIDEO ANIMASI FOLKLOR BERBASIS KEARIFAN LOKAL BALI MUATAN IPAS KELAS IV SEKOLAH DASAR I Ketut Alit Feri Saha Putra; Made Padmarani Sudewiputri; Ni Made Ignityas Prima Astuti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56019

Abstract

This study was motivated by the limited use of innovative and engaging learning media in teaching the IPAS subject, particularly the topic “Indonesiaku Kaya Budayanya” (Indonesia’s Cultural Diversity), as well as the lack of learning media that integrate Balinese local wisdom into the learning process. The objectives of this study were: (1) to develop a Folklore-Based Animated Video Learning Media Incorporating Balinese Local Wisdom for the IPAS subject on the topic “Indonesiaku Kaya Budayanya” for fourth-grade students at SD Negeri 4 Dauhwaru, (2) to determine the validity of the developed media, and (3) to evaluate its practicality based on teachers’ and students’ responses. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 36 fourth-grade students and one fourth-grade teacher at SD Negeri 4 Dauhwaru. Data were collected through observation, interviews, documentation, material expert validation sheets, media expert validation sheets, teacher response questionnaires, and student response questionnaires. The data were analyzed using descriptive quantitative techniques by converting the obtained scores into percentages. The results showed that the developed Folklore-Based Animated Video Learning Media Incorporating Balinese Local Wisdom achieved a very high level of validity. The material expert validation obtained a score of 100%, categorized as very valid, while the media expert validation also obtained a score of 100%, categorized as very valid. Furthermore, the practicality test conducted with students yielded a score of 90%, categorized as very practical, while the teacher practicality test obtained a score of 75%, categorized as practical. Based on these findings, it can be concluded that the Folklore-Based Animated Video Learning Media Incorporating Balinese Local Wisdom for the IPAS subject on the topic “Indonesiaku Kaya Budayanya” is both valid and practical for use as a learning medium for fourth-grade elementary school students.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA PADA MATERI MEMBACA PEMAHAMAN UNTUK SISWA KELAS V SEKOLAH DASAR R.R Ayu Dwi Maudi; Ni Made Ignityas Prima Astuti; Irwan Febryan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60629

Abstract

This research was motivated by the low reading comprehension skills of fifth-grade elementary school students, particularly in identifying the main idea, supporting details, and drawing conclusions from reading texts, as well as the limited use of interactive learning media in the learning process. This study aimed to: (1) develop an interactive learning media based on Canva for reading comprehension materials for fifth-grade students at SD Negeri 1 Tegal Badeng Barat; (2) determine the validity of the developed media based on the assessments of material and media experts; and (3) determine the practicality of the media based on the responses of teachers and students. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through observations, interviews, questionnaires, and documentation. The research instruments included material expert validation sheets, media expert validation sheets, and practicality questionnaires for teachers and students. The data were analyzed using descriptive quantitative techniques through Gregory's content validity formula and the Criterion-Referenced Assessment (PAP) conversion. The results indicated that the Canva-based interactive learning media had a very high level of validity, with a Gregory content validity coefficient of 1.00. The media expert evaluation obtained an average score of 90.63%, while the material expert evaluation obtained an average score of 86.46%, both categorized as highly valid. Furthermore, the practicality test showed that the media was rated as highly practical by both teachers and students, indicating that it is easy to use, engaging, and suitable for implementation in fifth-grade reading comprehension learning.