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Tinjauan Literatur Tentang Pemanfaatan Media Pembelajaran Interaktif Educaplay dalam Pendidikan Agama Hindu untuk Generasi Z Widiantari, Made; Damayanti, Made Ria; Wiriadi, Kadek; Darma, I Wayan Wira
JURNAL JENDELA PENDIDIKAN Vol. 6 No. 01 (2026): Jurnal Jendela Pendidikan: Edisi Februari 2026
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v6i01.2050

Abstract

Penelitian ini mengkaji tinjauan literatur pemanfaatan media pembelajaran interaktif Educaplay dalam Pendidikan Agama Hindu untuk Generasi Z di Indonesia. Latar belakang penelitian didasari oleh perkembangan pesat teknologi dan digitalisasi dalam dunia pendidikan yang perlu diintegrasikan dengan nilai-nilai keagamaan, khususnya Hindu. Generasi Z sebagai kelompok yang terbiasa menggunakan teknologi digital membutuhkan metode pembelajaran yang menarik dan interaktif agar motivasi dan pemahaman mereka terhadap ajaran Hindu meningkat. Penelitian ini menggunakan metode literature review dengan teknik matriks sintesis untuk menganalisis berbagai sumber ilmiah terkait pemanfaatan Educaplay dalam pendidikan agama Hindu. Hasil penelitian menunjukkan bahwa keberhasilan pemanfaatan media ini sangat ditentukan oleh kesiapan guru dalam mengoperasikan teknologi, pengembangan konten yang relevan dengan nilai Hindu, serta dukungan infrastruktur digital yang memadai di sekolah. Strategi pemanfaatan mencakup pelatihan guru, pengintegrasian teknologi dengan nilai agama, dan penyediaan aktivitas interaktif secara terstruktur.
PENGEMBANGAN KOMIK DIGITAL TERINTEGRASI TRI KAYA PARISUDHA PADA MATA PELAJARAN PENDIDIKAN AGAMA HINDU SISWA SMA DI KABUPATEN BULELENG Ari Diasih, Ni Made; Darma, I Wayan Wira; Ayu, Putu Eka Sastrika
Guna Widya: Jurnal Pendidikan Hindu Vol 13 No 1 (2026): Volume 13 Nomor 1 Maret 2026
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

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Abstract

The low availability of innovative learning media based on local wisdom, especially in the material of Hindu religious heritage in Asia, is the main basis for conducting this research. Therefore, this research aims to (1) describe the prototype of the Tri Kaya Parisudha integrated digital comic; (2) test the validity; and (3) measure and describe the practicality of the Tri Kaya Parisudha integrated digital comic in the Hindu religious education subject for high school students in Buleleng Regency. The study design is a Research and Development (R&D) development study that adopts the 4-D development model. Tri Kaya Parisudha's integrated digital comic is the subject while the validity and practicality of the developed media are the objects of research. Data collection was obtained from observation, interview and questionnaire methods. Data processing used qualitative and quantitative descriptive techniques. The following are the results of this research: (1) the prototype of the integrated digital comic Tri Kaya Parisudha's integrated digital comic was developed at the design stage including the activities of compiling the story script, characters, storyboard, making comics on Comic.ai, (2) The results of the validation of digital comics in terms of content suitability obtained a validity coefficient of 0.87 with a very high validity category, the presentation quality aspect obtained a coefficient of 0.88 with a very high validity category and the language suitability obtained a validity coefficient of 0.83 with a very high validity level. (3) The assessment of the practicality of digital comics obtained a score percentage from teacher responses reaching 93% which is included in the very practical level and the score percentage from student responses of 90% is in the very practical category. Keywords: Digital comics, Tri Kaya Parisudha, Hindu religious education
PENGARUH MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT BERBASIS AJARAN TRI KAYA PARISUDHA TERHADAP MINAT BELAJAR PENDIDIKAN AGAMA HINDU SISWA KELAS XI SMK NEGERI 2 SINGARAJA Deviantari, Desak Made Della; Darma, I Wayan Wira; Tristananda, Putu Wulandari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47920

Abstract

The purpose of this study is to find out how different learning methods influence students' interest in learning. This study uses a quantitative approach and follows a quasi-experimental design, specifically a post-test only with a control group. The population in this study consisted of 403 students, and the sampling method used was cluster random sampling. The experimental group was class XI TK3, which had 33 students, and the control group was class XI K7, which had 39 students. The study used questionnaires, document reviews, and testing methods to check if the tools were valid and reliable. The data analysis methods that were used included checking for normality, ensuring homogeneity, and conducting hypothesis tests. Data examination employing independent sample test revealed that Sig. (2-tailed) 0.000 <0.05 means Ha is accepted and H0 is rejected. So there is a significant difference in the influence of the Teams Games Tournament learning model based on the teachings of Tri Kaya Parisudha on the Interest in Learning Hindu Religious Education of Class XI Students of SMK Negeri 2 Singaraja.