Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Mimbar PGSD Undiksha

Digital Comics Learning Media Based on Problem Based Learning in Science Subjects for Fourth Grade Elementary School Puriasih, Kadek Nita; Trisna, Gusti Ayu Putu Sukma
MIMBAR PGSD Undiksha Vol. 10 No. 2 (2022): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v10i2.48575

Abstract

In online learning activities, the material presented by the teacher is still very limited, one of which is science learning and animal life cycle material. It makes it difficult for students to learn. This study aimed to develop PBL-based digital comics learning media in science subjects for animal life cycle material for grade IV elementary school. This type of research is developed using the ADDIE model. The research subjects consisted of two material experts and two learning media experts. The trial subjects were two practitioners by the teacher and five fourth-grade students (individual trial). The methods used in collecting data are interviews, observations, and questionnaires. The instrument used in collecting data is the rating scale instrument. The data analysis techniques are descriptive, qualitative, and quantitative. The study's results were the assessment of the material expert of 4.83 (very good) and the assessment of the media expert of 4.83 (very good). The assessment from expert practitioners got a score of 4.91 (very good), and students got a score of 4.93 (very good). It is concluded that PBL-based digital comic learning media is feasible to use in learning.
Digital Module Contains Traditional Balinese Games as an Effort to Improve Students' Mutual Cooperation Character Rismayanti, Kadek Yuni; Antara, Putu Aditya; Trisna, Gusti Ayu Putu Sukma
MIMBAR PGSD Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v12i1.68304

Abstract

Teachers do not develop media as a tool in the learning process, there is a lack of use of technology and use of learning media, no media has been found that adopts traditional Balinese games, and the learning materials in students' books are still small and limited. The aim of this research is to develop digital modules for traditional Balinese games of digital modules for PPKN lesson content for class II elementary school students. The development model used in this research is the ADDIE model which has several stages, namely the analysis stage, design stage, development stage, implementation stage and evaluation stage. The subjects of research development are media experts, material experts, teachers and students, while the objects of development are validity and practicality. The data collection methods used were interview methods for research observation, rating scales and questionnaires to test the validity and practicality of the media. The results of the data analysis obtained are the validity results of media experts 4.6, material experts 4.4 and practicality level results (teachers and students) namely 5.00 so that digital modules are effective in improving the mutual cooperation character of class II students in PPKN subjects. Based on the average validity, user (teacher) response and effectiveness, the illustrated electronic module is suitable for use. With this digital module, it can facilitate students in the learning process so that students' cooperative character will increase optimally. This media can be developed and updated in further research to improve student achievement in learning.