Ni Kadek Puspita Dewi
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Pengembangan Aplikasi Media Pembelajaran Elektronika Berbasis Augmented Reality (AMPERE) sebagai Media Interaktif Pembelajaran Elektronika Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi
JURNAL RISET RUMPUN ILMU PENDIDIKAN Vol. 5 No. 1 (2026): April: JURRIPEN : Jurnal Riset Rumpun Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurripen.v5i1.8049

Abstract

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.
Implementasi Media Teka - Teki Silang dalam Meningkatkan Minat Belajar Peserta Didik Pada Mata Pelajaran Pancasila Kelas IV Di SD No 2 Sedang Abiansemal Badung Ni Kadek Puspita Dewi; I Made Arsa Wiguna; I Made Sukariawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.56745

Abstract

Learning interest is a crucial factor influencing student success in the learning process. However, in the Pancasila subject, fourth-grade students at SD No. 2 Sedang Abiansemal, Badung, still show low levels of student interest, demonstrated by a lack of attention, participation, and enthusiasm. This study aims to analyze the factors contributing to low student interest, describe the application of crossword puzzles to enhance learning interest, and analyze the implications of crossword puzzles for the Pancasila subject. This study used a qualitative descriptive approach grounded in Constructivist Theory and Learning Interest Theory. The subjects consisted of teachers and fourth-grade students. Data collection techniques included observation, structured interviews, and documentation studies. Data analysis was conducted through the stages of data collection, data reduction, data presentation, and conclusion drawing. The results indicate that low student interest in learning is influenced by internal and external factors. The application of crossword puzzles actively engages students in the learning process. The use of this media has positive implications for increasing student attention, participation, enthusiasm, and interest in Pancasila. Keywords: Crossword Puzzles, Learning Interest, Pancasila Education