nyana, Putu Suwid
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Pengembangan E-Assessment Interaktif Berbasis Game Edukasi dalam Pembelajaran Aksara Bali di Kelas V SD Katolik Karya Singaraja nyana, Putu Suwid; Putrayasa, Ida Bagus; Martha, I Nengah; Wirahyuni, Kadek
JURNALISTRENDI : JURNAL LINGUISTIK, SASTRA, DAN PENDIDIKAN Vol 10 No 1 (2025)
Publisher : Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jurnalistrendi.v10i1.2347

Abstract

Penelitian ini bertujuan untuk mengembangkan media evaluasi (assesments) berbasis game edukasi khususnya dalam mata pelajaran bahasa Bali pada materi aksara Bali wianjana. Penelitian ini menggunakan metode Research and Development (R&D). Langkah-langkah pengembangan yang dilaksanakan yaitu (1) analisis masalah, (2) perencanaan, (3) pembuatan assesments berbasis game edukasi, (4) uji coba, (5) revisi 1, (6) validasi ahli, (7) revisi 2, dan (8) produk akhir. Subjek pada penelitian ini adalah peserta didik kelas V SD Katolik Karya Singaraja dengan jumlah peserta didik 28 peserta didik. Objek penelitian ini adalah materi aksara Bali wianjana. Metode pengumpulan data dalam penelitian ini adalah wawancara, observasi, dan angket. Instrumen validasi pada penelitian ini terdiri dari validasi ahli media dan ahli assessment, serta pendapat siswa. Analisis data menggunakan angket skala likert.Hasil analisis media e-assessment materi aksara Bali sangat layak diterapkan pada siswa kelas V di SD Katolik Karya Singaraja di mana dari hasil validasi dan angket kuesioner pendapat siswa masing-masing mendapatkan nilai 99, 94, dan 90 dengan interval 81<x<100% dengan kategori sangat layak. Implikasi dari engembangan e-assessment berbasis game edukasi dalam pembelajaran aksara Bali memiliki implikasi yang signifikan dalam berbagai aspek. Dalam pendidikan dapat meningkatkan hasil belajar siswa melalui penilaian yang interaktif dan menyenangkan. Secara sosial budaya, game edukasi ini berkontribusi pada pelestarian aksara Bali dengan membuatnya lebih relevan dan menarik bagi generasi muda, sehingga mendukung revitalisasi warisan budaya dan penguatan identitas lokal. Dari sisi teknologi, inovasi ini membuka peluang pelestarian budaya dan pengembangan teknologi pendidikan di era digital.
Meningkatkan Keterampilan Anggah-Ungguhing Bahasa Bali Melalui Metode Kooperatif Tipe Jigsaw Berbantuan Flash Card Pada Siswa Kelas V SDK Karya Singaraja Nyana, Putu Suwid; Sutama, I Made; Dewantara, I Putu Mas; Wirahyuni, Kadek
JURNALISTRENDI : JURNAL LINGUISTIK, SASTRA, DAN PENDIDIKAN Vol 11 No 1 (2026)
Publisher : Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jurnalistrendi.v11i1.2541

Abstract

The low learning outcomes of students in the Balinese language subject on the Balinese language anggah-ungguhingmaterial are a challenge for Balinese language teachers, especially at SDK Karya Singaraja. Therefore, learning innovations are needed. This study aims to analyze: (1) the application of the jigsaw type cooperative model assisted by flash cards in improving the Balinese language anggah-ungguhingability of class V students at SDK Karya Singaraja. The type of research conducted is classroom action research (CAR). (2) the learning outcomes of students' anggah-ungguhingthrough the application of the jigsaw type cooperative model assisted by flash cards in class V students at SDK Karya Singaraja. (3) students' opinions about the application of the jigsaw type cooperative model assisted by flash cards in improving the Balinese language anggah-ungguhingability. The subjects of this study were 28 class V students. The data collection methods used were tests, interviews, and observation sheets. Data analysis in classroom action research involves observation and research of each step from preparation to final activities. This classroom research was conducted in two cycles which included four stages, namely: planning, implementation, observation, and reflection. The results of this data analysis will be used to assess students' Balinese language anggah-ungguhingabilities. The results of the study are as follows: (1) the implementation of learning in accordance with the planning consists of an opening, core, and with two learning cycles. (2) the learning outcomes of anggah-ungguhingbahasa Balinese assisted by flash cards for grade V students increased in cycle I, namely 73.35 and cycle II, namely 80.71, and (3) students' opinions about the implementation of the jigsaw type cooperative model assisted by flash cards in learning anggah-ungguhingbahasa Balinese in cycle I, namely 21.93 and cycle II, namely 24.10, are in the very good category. This shows that there are very significant implications for students, namely creating active and collaborative learning where students are able to work together and be responsible for each other. In addition, the implementation of the jigsaw type cooperative model can develop social and emotional skills that can improve student learning outcomes.