Kade Sathya Gita Rismawan
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APAKAH SMALL-GROUP DISCUSSION EFEKTIF MENINGKATKAN PEMAHAMAN SISWA TERHADAP ASESMEN PEMBELAJARAN KURIKULUM MERDEKA? I Made Surya Hermawan; Kade Sathya Gita Rismawan; I Made Diarta; Ni Kadek Happy Sri Wahyuni; I Komang Aldi Tresna Yuda
Jurnal Santiaji Pendidikan (JSP) Vol. 15 No. 1 (2025): Jurnal Santiaji Pendidikan (JSP)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP) Universitas Mahasaraswati Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36733/jsp.v15i1.10392

Abstract

Kurikulum Merdeka bertujuan untuk melibatkan siswa secara aktif dalam asesmen pembelajaran. Faktanya, keterlibatan tersebut belum sepenuhnya terjadi. Penelitian ini bertujuan untuk meningkatkan pemahaman siswa terhadap asesmen pembelajaran Kurikulum Merdeka dan keterlibatan siswa di dalamnya menggunakan metode small-group discussion (SGD). Lebih lanjut, langkah awal ini akan mengarahkan ke implementasi asesmen pembelajaran Kurikulum Merdeka yang lebih substantif. Sebanyak 60 orang siswa SMA Negeri 1 Blahbatuh terlibat dalam penelitian ini. Penelitian yang dirancang dengan model pra-eksperimen menggunakan desain one group pretest-posttest. Data dikumpulkan dengan soal tes yang selanjutnya dianalisis secara deskriptif dan inferensial menggunakan uji Wilcoxon. Hasil penelitian menunjukkan terdapat peningkatan skor rata-rata pemahaman siswa terhadap asesmen Kurikulum Merdeka dan keterlibatan siswa di dalamnya. Sebelum SGD, rata-rata skor siswa adalah 51,83 dan meningkat sebesar 36,83 poin menjadi 88,66 setelah SGD. Lebih lanjut, peningkatan pemahaman tersebut dari 51,83 menjadi 88,66 merupakan peningkatan yang signifikan. Hal ini dibuktikan dengan hasil uji Wilcoxon yang menunjukkan nilai p<0,05. Oleh karena itu dapat disimpulkan bahwa metode SGD efektif untuk meningkatkan pemahaman siswa tentang asesmen pembelajaran Kurikulum Merdeka dan keterlibatan siswa di dalamnya. Di sisi lain, diperlukan penelitian lanjutan sehingga hasil penelitian dapat menjadi lebih komprehensif dan hasilnya bisa digeneralisasi pada populasi yang lebih luas.
Exploring the Gamelan Harmony Website for Elementary School Students I Nyoman Jampel; Luh Nik Armini; Kade Sathya Gita Rismawan
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.96269

Abstract

Students' psychological well-being is a critical factor in supporting academic success. However, academic stress among elementary school students especially those in upper grades—is increasing, with few integrated interventions tailored to their emotional needs. This study aims to design and develop the Gamelan Harmony website, an artificial intelligence (AI)-based platform integrated with Balinese gamelan music, as an innovative medium to support student relaxation and reduce learning-related stress. This research adopts a Research and Development (R&D) approach using a simplified Borg and Gall development model, focusing on the initial product design phase. Data were collected through observation, interviews, and questionnaires involving 2 language experts, 2 content experts, 2 media experts, 1 teacher, and 9 students for individual and small group trials. Data were analyzed using descriptive quantitative methods. Expert validation results showed that Gamelan Harmony achieved a “very valid” rating, with average scores above 95%. Practicality tests also yielded “very practical” results, with scores ranging from 90% to 96%. These findings suggest that integrating AI with local cultural elements has the potential to offer an educational, adaptive, and contextually relevant solution for managing stress among elementary school students.
Cakra: A Counseling Application Based on Catur Paramita in Building Resilience Putu Ari Dharmayanti; Luh Putu Sri Lestari; Kade Sathya Gita Rismawan
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i1.96288

Abstract

Elementary school students face emotional challenges that have not been optimally addressed through existing counseling media. This study aims to develop a digital counseling application called Cakra, based on the values of Catur Paramita, to build the resilience of elementary school students. The method used is Research and Development (R&D) with a limited development model from Borg & Gall up to the initial product design stage. The research subjects consisted of six experts (two media experts, two content experts, and two language experts) and ten trial subjects (one teacher, three individual test students, and six small group test students). Data collection techniques included observation, interviews, and questionnaires. The validation results showed that the CAKRA application received highly valid scores from the language experts (96%), content experts (95.5%), and media experts (96.5%). The practicality test also indicated a very practical level, with scores of 96% in individual tests, 95% in small group tests, and 90% from the teacher. These findings indicate that CAKRA is feasible to use as a supporting medium for counseling services to enhance students' mental resilience. The implications of this study highlight the potential of the CAKRA application as a culturally based innovation in character education and children's emotional well-being. Further research is recommended for long-term testing and the development of application features based on user needs.
Interactive Multimedia Educational Games Based on Problem-Based Learning (PBL) for Ecosystem Material to Enhance Student Learning Motivation Kadek Ayu Wahyuni; I Made Citra Wibawa; Kade Sathya Gita Rismawan
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.v13i1.92271

Abstract

Low learning motivation among elementary school students is often influenced by the limited use of interactive and contextual learning media. This study aims to design and develop interactive multimedia in the form of an educational game based on Problem-Based Learning (PBL), examine the validity of the developed product, analyze the practicality of the media within the learning context, and assess its effectiveness in improving students' learning motivation. This research is a type of Research and Development (R&D) utilizing the ADDIE development model and a One Group Pretest-Posttest experimental design. The study involved 24 elementary school students as research subjects. Data were collected through interviews, observations, and questionnaires using validated instruments. The data were analyzed using qualitative and quantitative descriptive analysis techniques. The results show that: (1) interactive multimedia in the form of a PBL-based educational game was successfully developed and meets the criteria for feasible learning media; (2) the content validity scores ranged from 0.875 to 1.00 (very high category), while media validity scores ranged from 0.625 to 1.00 (high to very high category); (3) the practicality of the media was rated 4.80 by teachers and 5.00 by students (very good category); and (4) the media’s effectiveness yielded a significance value of < 0.001, indicating a statistically significant increase in students' learning motivation between the pretest and posttest. These findings affirm that integrating interactive multimedia based on PBL into the learning process can foster a more engaging, creative, and meaningful learning experience, making it a promising innovative strategy to enhance elementary students’ learning motivation.
HOTS-Based Wordwall Interactive Quiz Media in Science Learning Content to Improve Learning Outcomes of Fifth-Grade Elementary School Students Tiarawati, Putu; I Made Citra Wibawa; Kade Sathya Gita Rismawan
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.v8i2.92857

Abstract

This study addresses the issue of the limited use of learning media, which affects students' low learning outcomes. The proposed solution is to develop interactive and innovative learning media. The study aims to design, analyze the validity, practicality, and effectiveness of the HOTS-based Wordwall Quiz interactive learning media. The research follows the R&D (Research and Development) model using qualitative and quantitative data analysis. Data collection methods include validity and practicality questionnaires and tests for product effectiveness. The effectiveness study involved 29 fifth-grade students using a one-group pretest-posttest design, analyzed with a correlated t-test. Results show a material validity index of 3.8 and a media validity index of 3.9, both classified as highly valid. The practicality index also falls under the highly practical category. The effectiveness test significantly improved students' IPAS learning outcomes after using the HOTS-based Wordwall Quiz. It is concluded that the interactive Wordwall Quiz meets feasibility standards and enhances learning outcomes. The study implies that using interactive HOTS-based Wordwall Quiz positively impacts the learning process, fosters active and creative learning, and optimizes students’ understanding.