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Integrating Digital Technology in Education: The Effectiveness of Mobile Games in Numeracy Learning Wiarta, I Wayan; Kristiantari, Maria Goreti Rini; Agustika, Gusti Ngurah Sastra
Journal Analytica Islamica Vol 14, No 2 (2025): ANALYTICA ISLAMICA
Publisher : Program Pascasarjana UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/jai.v14i2.26038

Abstract

The numeracy skills of elementary school students in Indonesia remain low, as reflected in national and international assessments. Conventional teaching methods are ineffective in improving numeracy skills, necessitating a more interactive and engaging approach. This study aims to analyze the effectiveness of mobile game-based learning in facilitating numeracy education. Using a quasi-experimental design, the study involved two groups of third-grade students: an experimental group using mobile games and a control group using PowerPoint. Data were collected through numeracy tests covering number relations, arithmetic operations, and counting. The results showed that the experimental group experienced a significant improvement in numeracy skills compared to the control group, with a p-value of 0.043. These findings suggest that mobile game-based learning is more effective, interactive, and flexible in enhancing students' numeracy skills. The study recommends mobile games as an innovative alternative learning medium in elementary education.
Student Teams Achievement Division (STAD) Learning Model Assisted by Whole Number Puzzle Media to Enhance Mathematical Knowledge Competence Luh Ayu Trishna Savitri; Gusti Ngurah Sastra Agustika; Anak Agung Ayu Dewi Sutyaningsih
Mimbar Ilmu Vol. 30 No. 2 (2025): August [ARTICLE IN PRESS]
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v30i02.95762

Abstract

Mathematics learning in elementary schools is often considered difficult and less engaging, particularly in the topic of whole numbers, which affects students’ knowledge competence. This study aims to examine the effect of the Student Teams Achievement Division (STAD) learning model assisted by whole number puzzle media on the mathematical knowledge competence of third-grade students. This research employs a quantitative approach with an experimental design, specifically a quasi-experimental design. The experimental design used is the Non-Equivalent Control-Group Design. The population of this study consisted of all third-grade classes in one cluster, totaling 195 students. The sampling technique used was cluster random sampling. The sample comprised third-grade students from two schools, divided into control and experimental groups. The data collection method and instrument used were mathematics knowledge competence tests. Data were analyzed using descriptive and inferential statistical techniques. The results indicated that students who learned using the STAD model assisted by puzzle media achieved significantly higher learning outcomes compared to students who received conventional instruction. The implication of this study highlights the importance of employing engaging learning models to enhance student involvement in elementary schools.
Utilization of the “Koin” Media as a Representation of Natural Wealth in the Geopark Batur Museum on the Topic “My Region and Its Natural Wealth” for Fourth-Grade Elementary School Students Susanti, Ni Komang Novi Susanti; Gusti Ngurah Sastra Agustika; I Made Citra Wibawa
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.v13i1.91891

Abstract

This study was motivated by the low learning outcomes of fourth-grade students in Science and Social Studies (IPAS), particularly on the topic “My Region and Its Natural Resources.” The purpose of this research was to develop, test the feasibility, and determine the effectiveness of the interactive comic media “KOIN: The Wonders of Natural Resources” as a learning tool to enhance students’ understanding and motivation. The research subjects consisted of 25 fourth-grade students and three experts, including a content expert, a learning design expert, and a media expert. The study employed a Research and Development (R&D) approach using the ADDIE development model, with data collected through multiple-choice tests, questionnaires, interviews, and observations. Data analysis included quantitative descriptive analysis, qualitative descriptive analysis, and inferential statistical analysis, including normality tests and paired-sample t-tests. The results indicated that the interactive comic media KOIN received validation scores from the experts above 90%, categorizing it as “very good,” and trials with individual students and small groups also yielded very good results. Effectiveness tests through pre-test and post-test analysis revealed a significant improvement in learning outcomes, evidenced by a paired-sample t-test result of tcalculated = 14.291 > ttable = 2.064 at a 5% significance level. These findings demonstrate that KOIN media is effective and feasible for IPAS learning, contributing to the development of interactive media and supporting teachers in implementing the Merdeka Curriculum based on context and technology.
POE-Oriented Animated Video to Enhance Students’ Knowledge Competence in Flat Shapes Material for Fifth-grade Elementary School Dewi, Kadek Desintia Putri Cahyani; Agustika, Gusti Ngurah Sastra; Sujana, I Wayan
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.v8i2.91550

Abstract

The low learning outcomes of students' mathematics, especially in flat building materials, are caused by traditional learning methods, limited interactive media, and lack of active participation of students in the learning process. This study aims to create animated video learning materials based on the Predict, Observe, Explain (POE) approach. This research uses the Research and Development (R&D) method with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model which was chosen because it is systematic and suitable to produce products in the form of POE-based animation learning media (Predict, Observe, Explain). The research subjects consisted of two groups, namely experts and students. The experts involved include learning media experts, learning design experts, and material experts who are in charge of assessing the feasibility of the product, while the field trial involved grade V students of SD Negeri 6 Sanur. The trial was carried out in stages ranging from individual tests, small group tests, to field tests with a total of 24 students. The data collection technique in this study uses several instruments, namely a closed questionnaire to assess product quality by experts and student response, multiple-choice tests (pre-test and post-test). The results showed a substantial improvement in student learning outcomes (tcount = 15.618> ttable = 1.714, p <0.05). The normal distribution was revealed from the results of the normality test of pre-test and post-test data (Xcount = 7.21 and 9.74 < Xtable = 11.07). This media has been shown to increase students' learning motivation while helping them understand the idea of the diameter and area of a flat building.
Ethnomathematics-Based Live Worksheets on Flat Shapes Using Endek Tretes, Tumpal, and Jumputan Motifs for Fourth Grade Students Agustina, Kadek Intan; Gusti Ngurah Sastra Agustika; Chindytia
Journal for Lesson and Learning Studies Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i1.91170

Abstract

Limitations in mathematics learning media have an impact on low student understanding and learning outcomes, particularly in the subject of flat shapes in fourth grade elementary school. This study aims to develop valid and effective digital worksheets based on ethnomathematics using endek tretes, tumpal, and jumputan woven fabrics to improve student learning outcomes. The development model used is ADDIE, encompassing the stages of analysis, design, development, implementation, and evaluation. The research subjects were 28 fourth-grade elementary school students. Data were collected through interviews, observations, questionnaires, and tests, and analyzed using qualitative and quantitative descriptive analysis, as well as paired-sample t-tests. The validation results indicate that this media is highly suitable for use, with scores of 90.90% from content experts, 91.67% from design experts, and 92.19% from media experts. Individual and small group tests yielded scores of 96.20% and 97.21%, respectively. The effectiveness test showed a significant improvement in student learning outcomes with a tvalue of 22.439 > ttable 1.703. Thus, this ethnomathematics-based digital LKPD has been proven to be valid, feasible, and effective for use in learning about flat shapes, and contributes to enriching the variety of meaningful learning media in elementary schools.
Development of Interactive PowerPoint Teaching Materials Based on Open-Ended Problems to Improve Students' Problem-Solving Skills in Mathematics Content for Grade V Elementary School Dewa Ayu Bintang Kartika; Gusti Ngurah Sastra Agustika; I Wayan Sujana
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.v5i1.92007

Abstract

The lack of creativity in utilizing instructional media has contributed to students’ low problem-solving ability, particularly in the topic of fractions. As a result, students’ learning outcomes have not reached the desired level. This study aims to examine the effectiveness of interactive PowerPoint-based teaching materials integrated with open-ended problems in enhancing students' mathematics learning outcomes. This research employs a Research and Development (R&D) design using the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate). The study involved 24 fifth-grade students as research subjects. Data were collected using a learning achievement test and analyzed through normality, homogeneity, and t-tests. The normality test showed that the data were normally distributed, with Dmax values of 0.104 (pre-test) and 0.193 (post-test), both below the Dtable value of 0.269. The homogeneity test yielded an Fcount of 1.119 < Ftable 4.050, indicating homogeneous samples. The t-test showed a significant difference between pre-test and post-test results, with a tcount of 9.851 > ttable 2.069. These findings indicate that the use of interactive media based on open-ended problems is effective in improving students' mathematics learning outcomes. This suggests that such media development can serve as an innovative alternative in mathematics instruction.
Interactive Multimedia Based on Problem-Based Learning to Improve Student Learning Outcomes in Science Subjects Ni Made Dwi Meithayani; Gusti Ngurah Sastra Agustika; Komang Sujendra Diputra
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.v5i1.92392

Abstract

Low student learning motivation is one of the main factors contributing to poor academic achievement. This condition is further exacerbated by the use of conventional teaching methods without the support of engaging and interactive learning media. The purpose of this study is to analyze the effectiveness of interactive multimedia based on Problem-Based Learning for the topic “Types of Resistance” in the IPAS subject. This research is a development study. The development model used is the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this study were 20 fourth-grade students. The methods and instruments used for data collection included interviews, observations, questionnaires, and multiple-choice tests. The data analysis techniques employed in this study were quantitative descriptive analysis, qualitative descriptive analysis, and inferential statistical analysis. The results showed that the calculated t-value (tcount = 11.203) was greater than the critical t-value (ttable = 1.71), indicating that H0 was rejected and H1 was accepted. Therefore, it can be concluded that interactive multimedia based on Problem-Based Learning is effective for teaching the topic “Types of Resistance” in the IPAS subject. This research can serve as a reference and motivation for teachers to utilize technology-based media and learning resources, thereby creating more varied and engaging learning experiences.
Pengembangan Multimedia Interaktif Berbasis Model Drill and Practice Materi Operasi Hitung Penjumlahan dan Pengurangan Bilangan Cacah Kelas IV SDN 4 Nyalian Ni Made Nindya Cahyani; Gusti Ngurah Sastra Agustika; I Gusti Agung Ayu Wulandari
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 2 (2024): EduInovasi:  Journal of Basic Educational Studies (In Press)
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i2.1999

Abstract

This research aims to describe the design, determine the feasibility of interactive multimedia based on the drill and practice model, and determine the effectiveness of interactive multimedia based on the drill and practice model. The product was tested by 1 subject matter expert, 1 instructional design expert, 1 learning media design expert, as well as research subjects with 3 students in individual trials, 12 students in small group trials, and effectiveness testing using 21 students. The research model used is the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). This development research uses data collection methods by observation, interviews, questionnaires and tests. The data analysis techniques used are qualitative descriptive analysis, quantitative descriptive analysis and inferential statistics. The research results obtained were (1) Interactive multimedia design using the ADDIE development model, (2) the quality of interactive multimedia by subject matter content expert testing obtained a result of 89.58% in the good category, the instructional design expert test obtained a result of 91% in the very category. good, learning media design expert tests obtained 90% results in the very good category, individual trials obtained 87.89% results in the good category, and small group trials obtained 88.85% results in the good category, (3) effectiveness of interactive multimedia Based on the results of the t-test, tcount is 5.288 and ttable is 2.085, meaning tcount > ttable, so H0 is rejected and Ha is accepted. Thus, the results of this research show that Interactive Multimedia Based on the Drill and Practice Model is feasible and effective to apply for class IV Semester I in the material of arithmetic operations for addition and subtraction of whole numbers up to 1,000.
TRANSFORMASI DIGITAL PENGINAPAN LOKAL DI KUTA BALI Julianto, I Putu; Tristiantari, Ni Ketut Desia; Agustika, Gusti Ngurah Sastra; Diputra, Komang Sujendra
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 5 (2024): Vol. 5 No. 5 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i5.36170

Abstract

Transformasi digital menjadi keharusan bagi pelaku usaha, termasuk di industri penginapan lokal agar tetap kompetitif. Program pengabdian kepada masyarakat ini bertujuan untuk mendukung adopsi teknologi digital pada empat penginapan lokal di Kuta, Bali, yaitu Pondok Ramayana, Pondok Ramayana 2, Pondok Nakula, dan Pondok Sariqu. Program ini melibatkan 12 mitra yang terdiri dari pemilik dan staf penginapan, dengan fokus pada peningkatan efisiensi operasional, penerapan Standar Operasional Prosedur (SOP), dan optimalisasi strategi pemasaran digital. Kegiatan dimulai dengan sosialisasi kepada mitra, diikuti dengan pelatihan intensif tentang penggunaan sistem informasi akuntansi berbasis cloud, komunikasi hospitality, dan pemasaran digital. Setelah pelatihan, dilakukan penerapan teknologi dalam operasional penginapan dan pendampingan berkelanjutan untuk memastikan implementasi yang efektif. Evaluasi program menggunakan pretest dan posttest, observasi keterampilan, serta analisis omzet. Hasil menunjukkan peningkatan signifikan dalam pengetahuan dan keterampilan mitra terkait teknologi digital. Rata-rata skor posttest meningkat dari kategori rendah ke sangat tinggi. Penerapan teknologi juga mendorong peningkatan omzet hingga 46,67% dalam tiga bulan. Namun, masih ada tantangan dalam mengelola ulasan pelanggan secara digital, menyoroti perlunya strategi yang lebih efektif dalam manajemen umpan balik online. Program ini berhasil meningkatkan efisiensi operasional dan daya saing penginapan lokal, namun diperlukan tindak lanjut pada manajemen ulasan digital untuk memaksimalkan dampak program.
Pelatihan Seni Kriya Gerabah Bermotif Astha Dewata sebagai Upaya Revitalisasi Warisan Budaya Bali Wulandari, I Gusti Agung Ayu; Ilma, Arina Zaida; Mudra, I Wayan; Agustika, Gusti Ngurah Sastra; Dewi, Gusti Ayu Ketut Rencana Sari
Jurnal Inovasi Penelitian dan Pengabdian Masyarakat Vol. 5 No. 2 (2025): Desember
Publisher : Indonesia Emerging Literacy Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53621/jippmas.v5i2.636

Abstract

Program pengabdian ini bertujuan untuk merevitalisasi warisan budaya Bali melalui pelatihan seni kriya gerabah bermotif Astha Dewata di WK Gerabah Desa Kapal, Kabupaten Badung. Pelatihan difokuskan pada pengembangan motif simbolik yang merepresentasikan nilai harmoni dan keseimbangan dalam budaya Bali, sebagai upaya memperkuat identitas seni kriya lokal dan meningkatkan daya saing ekonomi kreatif. Kegiatan dilakukan dengan metode partisipatif melalui tiga tahap utama: workshop desain motif, praktik langsung, dan aplikasi motif pada produk gerabah. Sebanyak 38 peserta terlibat aktif dalam pelatihan. Hasil kegiatan menunjukkan peningkatan signifikan dalam keterampilan desain peserta, dengan delapan motif baru yang berhasil dikembangkan dan diaplikasikan pada produk fungsional dan dekoratif. Evaluasi kepuasan peserta menunjukkan kategori tinggi dengan rata-rata 4,48 atau 89,5% yang menandakan pelatihan dinilai relevan, inspiratif, dan bermanfaat. Kegiatan ini juga memperkuat kesadaran budaya perajin terhadap nilai-nilai estetika tradisional sebagai warisan takbenda yang dapat diadaptasi ke konteks modern. Temuan ini menegaskan bahwa pelatihan berbasis seni dan budaya dapat menjadi strategi efektif untuk pemberdayaan masyarakat dan pelestarian kriya tradisional di era ekonomi kreatif.
Co-Authors ., Maria Maha Dewi ., Ni Luh Wayan Dina Widiani ., Ni Nyoman Risa Wahyuni Adrianus I Wayan Ilia Yuda Sukmana Agustina, Kadek Intan Anak Agung Ayu Dewi Sutyaningsih Anak Agung Gede Agung, Anak Agung Gede Anditha Febbriana, I Made Ryan Anggreni, Ni Wayan Yurita Angguni, Putu Mely Antari, Ni Kadek Dewi Ardana, I Kt. Ardana, IK. Ardita, Made Widya Arini, Ni Luh Putu Dina Aryati, Ni Md. Ayu Astuti, Ni Kadek Sri Ayu Wulandari Ayu Wulandari, I G. A. Ayu Wulandari, I G. A. Ayulina Agustini, Ni Kadek Bhujangga Ayuningrat Pradnya Suari Cahyani, Komang Nanda Chindytia Darmayanti, N.P.D Darmayanti, Ni Nyoman Yunita Desak Ketut Sri Galuh Dewa Ayu Bintang Kartika Dewi, Anak Agung Ayu Laksmi Dewi, Gusti Ayu Ketut Rencana Sari Dewi, Kadek Desintia Putri Cahyani Dewi, Ni Luh Putu Putri Priantini Dewi, Ni Made Ayu Prasista Dewi, Ni Putu Diah Mahendri Dewi, Ni Putu Juwita Dewi, Ni Putu Wulan Pratami Diah Fitasari, Ni Putu Diani, Ni Putu Suardiani Diawati, Luh Putri Dinayusadewi, Ni Putu Diniyarti, Ni Wayan Divayani, Made Pertiwi Dwika Putri, Ni Made Canessia Eka Lengari, Maria Petronela Feby, Kadek Chesnia Hermayuni, T. D. I Gede Adi Darma Putra I Gede Darma Susila I Gede Margunayasa I Gusti Agung Ayu Wulandari I Gusti Agung Ayu Wulandari I Gusti Ayu Putu Putri Widayanti I Ketut Adnyana Putra I Ketut Ardana I Komang Ngurah Wiyasa I Made Citra Wibawa I Nyoman Angga Suryawan I Nyoman Laba Jayanta I Putu Julianto I PUTU PASEK SURYAWAN I Wayan Mudra, I Wayan I Wayan Sujana I Wayan Sujana I Wayan Wiarta I Wayan Wiarta Ida Ayu Kade Ditha Gayatri Ida Bagus Gede Surya Abadi Ida Bagus Surya Manuaba Ilma, Arina Zaida Isumunuartha, Gde Rama Kadek Candra Dewi Kadek Mony Novenda Kartika, A.A. Wahyu Komang Sistadewi Komang Sujendra Diputra Kristiantari, Maria Goreti Rini Kusuma Atmaja, I Komang Adi Kusumastuti, F. A. Lestari, Ni Made Damayanti Dwi Luh Ayu Devi Sawitri Luh Ayu Trishna Savitri Maria Goreti Rini Kristiantari Md. Putra Ni Kadek Ayu Dwi Widia Rini Ni Kadek Dewi Antari Ni Kadek Gita Widyantari Ni Ketut Desia Tristiantari Ni Ketut Rai Syntya Dewi Ni Komang Arista Cahyani Ni Luh Novi Aryati Ni Luh Putu Agetania Ni Luh Putu Indah Maharani Ni Luh Putu Putri Priantini Dewi Ni Made Ari Setyawati Ni Made Dwi Meithayani Ni Made Nindya Cahyani Ni Nyoman Ayu Purnama Dewi Ni Nyoman Ayu Wulandari Ni Nyoman Dewi Anggreni Ni Nyoman Puspa Widhi Saraswati Ni Pt. Diah Sawitri Pratiwi Ni Putu Ashya Paramitha Sari Ni Putu Ayu Lenia Dewi Ni Putu Indah Wahyuni Ni Wayan Meisya Swandewi Ni Wayan Suniasih Ni Wayan Swandewi, Ni Wayan Nila, Ni Komang Ayu Nilawati Nita, Ni Kadek Anisa Ayu Novenda, Kadek Mony Padmayani, Made Daniaraga Pati, Ocy Margaretha Tiala Prabasari, Jhoti Prabawati, Putu Lely Somya Pradila, Ni Kadek Siska Pradnyani, Ni Sri Pradnyawathi, Ni Nym Chintya Prasetya, I Wayan Swadika Primadewi, Ni Made Ayu Purniawati, Ni Ketut Sri Puspita Dewi, Putu Heny Putra, Md. Putri Chandranathasya Putri, Ni M.C.D. Putu Alvina Damayanthi Putu Dara Mangku Rila Cahya Putu Lely Somya Prabawati Putu Manik Sugiari Saraswati Putu Nia Sri Widyaputri Rahayu, Nengah Winta Rahayu, Ni Kadek Linda Astiti Rila Cahya, Putu Dara Mangku Sanjaya, I Putu Ari Saraswati, Gusti Ayu Hanny Kurnia Saraswati, Ni Nyoman Puspa Widhi Saraswati, Putu Manik Sugiari Sawitri Pratiwi, Ni Pt. Diah Sayu Rahma Indriani Suryawan, I Nyoman Angga Susanti, Ni Komang Novi Susanti Susila, I Gede Darma Sutika, Ni Komang Shita Damayanti Sutyaningsih, Anak Agung Ayu Dewi Tini Udayani, I Dewa Ayu Titus Prayoga Udiani, Ni Made Puspita Utami, Ni Putu Sri Wahyuni, Ni Putu Candra Oka Wiarta, I Wyn. Wiarta, I. Wyn Wiarta, I.W. Widiana, I. W. Widiastini, Ni Wayan Eka Widiastiti, Ni Luh Gede Mita Widyaputri, Putu Nia Sri Wirawan, I Made Putra Wiyasa, I Komang Ngurah Wulandari, I` Gusti Agung Ayu Yandani, Putu Evi Yasa, I Komang Sutresna Yusi Lestari, Ni Md.