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I Nyoman Laba Jayanta
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INDONESIA
Mimbar Pendidikan Indonesia
ISSN : -     EISSN : 27458601     DOI : https://doi.org/10.23887/mpi
Core Subject : Social,
Mimbar Pendidikan Indonesia (MPI) dalah salah satu jurnal yang menjadi wadah untuk mempublikasikan artikel yang berkaitan dengan hasil peneitian yang berkaitan dengan ilmu pendidikan. jurnal ini akan terbit sebanyak 3 kali dalam waktu setahun. Januari, Mei, dan September
Articles 274 Documents
Development of Interactive Multimedia Based on Ethnoscience to Improve Student Learning Outcomes in the Science Subject Style Material for Grade IV Elementary School: Indonesia Putu Ayu Adi Sawitri; Ni Wayan Rati; Adrianus I Wayan Ilia Yuda Sukmana
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.93933

Abstract

The problem in science and social studies (IPAS) learning at the elementary level, particularly in the topic of force, lies in the lack of contextual learning media that actively and enjoyably engage students. This condition has led to low student learning outcomes. This study aims to examine the validity, practicality, and effectiveness of ethnoscience-based interactive multimedia in enhancing students’ learning outcomes. This research is a type of research and development (R&D) employing the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included one fourth-grade teacher, two experts (media and content), and 28 fourth-grade elementary students. Data were collected using validation questionnaires, practicality questionnaires, and learning outcome tests (pretest and posttest) with a one-group pretest-posttest design. The data were analyzed using descriptive quantitative techniques. The results indicated that the developed interactive multimedia is highly valid, highly practical, and effective, as evidenced by a significant increase in students’ learning outcome scores. It can be concluded that ethnoscience-based interactive multimedia serves as a contextual alternative learning medium that supports local cultural integration in meaningful and sustainable IPAS learning processes.
The Effect of the Traditional Game-Assisted TGT Model on the Mathematical Knowledge of Fourth Grade Students Ayu Ardiani; Gusti Ngurah Sastra Agustika; Didith Pramunditya Ambara
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94041

Abstract

The low competence of student’s mathematical knowledge is influenced by various factors, such as the learning environment, student motivation, interests, intelligence, family support, including teacher strategies in teaching students. To avoid this from happening continuously, an appropriate teaching strategy is needed, one of which is by choosing a learning model that is able to build an effective and enjoyable learning atmosphere. So that a study was conducted that aims to determine the effect of the Team Games Tournament learning model assisted by traditional games on the mathematical knowledge of fourth grade elementary school students. This study is a type of quantitative research with a quasi-experimental design using a non-equivalent control group design. The population in this study was 416 students. The sample selection was carried out using the cluster random sampling technique. The data collection method was the test method. The research instrument was a multiplechoice test. Data on student’s mathematical knowledge competency were analyzed using descriptive statistical analysis techniques and inferential statistics using the Polled Variance t-test. The results of the hypothesis test showed that the Team Games Tournament learning model assisted by traditional games had an effect on the mathematical knowledge of fourth grade students. Based on the results of the research that has been carried out, this model is able to influence student’s mathematical knowledge competency in the material of number patterns and picture patterns. When learning is carried out using this model, students are given the opportunity to become peer tutors, discuss problems to find solutions, and learn in a fun way.
The Effect of the Make-A-Match Cooperative Learning Model with Wordwall Educational Game on Fifth-Grade the Science Learning Outcomes: Indonesia Kadek Helin Dwi Sartika; Ni Wayan Rati; I Kadek Suartama
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94071

Abstract

Learning Science and Social Sciences (IPAS) in elementary schools is still dominated by the lecture method which causes low learner involvement and learning outcomes that are not optimal. A more interactive and technology-based learning model needs to be applied to improve the effectiveness of learning. This study aims to analyze the effect of Make a Match learning model assisted by Wordwall on students' IPAS learning outcomes. This study used a pseudo-experimental method with a non-equivalent post-test only control group design. The research sample consisted of 49 students. Data were collected using multiple choice objective tests to measure learning outcomes. Data analysis techniques include descriptive statistics and t-test to determine significant differences between the two groups. The results showed that the use of Make a Match model assisted by Wordwall significantly improved students' learning outcomes compared to conventional methods. The conclusion of this study is that the Make a Match model assisted by Wordwall can be an innovative alternative in increasing the effectiveness of IPAS learning. The implication of this research is the need for teachers to apply more interactive technology-based learning strategies to improve students' concept understanding and learning motivation.
Hand Puppet Media to Improve Indonesian Language Learning Outcomes of Grade III Elementary School Students Putu Krishna Aditya; I Made Suarjana; Ni Made Dainivitri Sinta Sari
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94075

Abstract

Indonesian language is a strategic subject in developing language skills among elementary school students. However, students' learning outcomes in listening and speaking remain low due to the lack of innovation in teaching methods and learning media. This study aims to analyze the effect of using hand puppet media on the Indonesian language learning outcomes of third-grade elementary school students. The study employed a quantitative approach with a quasi-experimental design, specifically the posttest-only control group design. The research subjects were third-grade elementary school students selected through cluster random sampling. Data collection techniques included learning outcome tests and documentation. The data were analyzed using descriptive and inferential statistics, including an independent t-test. The results showed that tcount = 4.96 > ttable = 2.021 and p = 0.000, indicating that the use of hand puppet media had a significant effect on improving students' Indonesian language learning outcomes. Therefore, it can be concluded that hand puppet media significantly enhances students' achievement in learning Indonesian. The implication of this study highlights the importance of using creative and contextual learning media, such as hand puppets, to create active, enjoyable, and meaningful learning experiences at the elementary school level.
Interactive Powerpoint Based on Constructivism in Mathematics Subjects for Grade VI Elementary School Ni Kadek Eka Wahyuningsih; Anak Agung Gede Agung; Didith Pramunditya Ambara
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94231

Abstract

Mathematics learning still tends to rely on conventional methods and lacks the use of interactive media, leading to low student interest and difficulties in understanding abstract concepts such as GCF and LCM. This study aimed to develop, assess the feasibility, and evaluate the effectiveness of an interactive PowerPoint-based instructional media grounded in constructivist principles. It employed a research and development (R&D) approach using the ADDIE model (Analyze, Design, Develop, Implement, Evaluate). The subjects included experts in instructional design, content, media, and 19 sixth-grade students. Data were collected using questionnaires and multiple-choice tests, then analyzed using descriptive quantitative statistics and a one-sample t-test. Results indicated the media was of very high quality (>90% score) based on expert validation and product trials. The t-test showed tcalculated (3.432) > ttable (1.734), meaning H0 was rejected and H1 accepted. In conclusion, the constructivist-based interactive PowerPoint media proved feasible and effective in improving learning outcomes on GCF and LCM topics. It is recommended that teachers adopt similar media to foster more active, contextual, and student-centered learning.  
Problem-Based Learning Media: " Tepuk Kartu (Tukar)" for Teaching Addition and Subtraction in Grade II Elementary School Mathematics Ni Kadek Kerlina Pradnya Pratiwi; Anak Agung Gede Agung; I Wayan Wiarta
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94326

Abstract

The lack of innovative, contextual, and student-centered instructional media in early-grade classrooms contributes to low student engagement and poor academic performance in Mathematics learning. This condition calls for a solution through the integration of play-based, contextual, and problem-solving learning media. This study aims to develop, validate, and evaluate the effectiveness of a problem-based instructional media called “Tukar (Tepuk Kartu)” to enhance students' Mathematics learning outcomes. The research employed a research and development (R&D) design using the ADDIE model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. The research subjects included four expert validators (media design, content, instructional design, and construction) and 27 second-grade elementary school students. Data were collected through expert validation questionnaires, student response surveys, and multiple-choice tests. The data were analyzed using descriptive quantitative methods and a one-sample t-test. Expert validation results indicated the media was “highly feasible” with average scores above 80%. The effectiveness test revealed that the tvalue (2.341) exceeded the critical value (2.056), indicating a significant improvement in student learning outcomes. In conclusion, the “Tepuk Kartu” media is feasible and effective as a contextual, game-based learning tool. This implies that teachers can adopt traditional games as engaging instructional media.
Interactive Multimedia With a Contextual Approach to Improve Learning Outcomes in The Pancasila Education Subject in Grade V Hudadiyatul Ummah; I Nyoman Jampel; I Made Tegeh
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94516

Abstract

The lack of application of a contextual approach in learning Pancasila Education in class V causes the material to be difficult to understand for students, so it is necessary to develop interactive multimedia that can link concepts with real life. This study aims to analyze the effectiveness of the contextual approach in increasing students' interest in learning, active involvement, and conceptual understanding of Pancasila values to create a more meaningful and enjoyable learning experience. This type of research is development research with the ADDIE model, which includes five systematic stages. The results of this study indicate that (1) The design process of this interactive multimedia development was developed through the ADDIE model stage, which consists of five stages, namely the analysis, design, development, implementation and evaluation stages; (2) Validity consists, of expert validity tests and product trials. The results of the expert validity test: (a) learning material content expert test, (b) learning design expert test, and (c) learning media expert test are very good qualifications. Product trial results: (a) individual trials, (b) small group trials, and (c) field trials; (3) Practicality test by teachers obtained very good qualifications; (4) The effectiveness of interactive multimedia is seen from the difference in the average pre-test 38.23 and post-test 87.5. The post-test value is above the KKTP; it is concluded that interactive multimedia is effective for teaching and learning.
Pengaruh The Effect of the Audio-Visual-Based E-Book Suara Alamku on Improving Learning Learning Activity in Indonesian Language Maria Goreti Rini Kristiantari; Chindytia; Ni Putu Raina Cantika Dewi; Ni Putu Raini Dewi Lestari
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94814

Abstract

The low level of student engagement in Indonesian language subjects at the primary school level poses a challenge that must be addressed to improve the quality of learning. This study aims to examine the effectiveness of audiovisual-based e-book media in enhancing students' learning activeness. This research is a Classroom Action Research (CAR) conducted in two cycles, each consisting of two sessions. The subjects of this study were 27 fourth-grade primary school students. Data were collected through writing tests and teacher and student observation sheets. Data analysis was carried out using both qualitative descriptive and quantitative approaches. The results showed an increase in student learning activeness from an initial condition of 26%, rising to 48% in Cycle I Session I, 67% in Cycle I Session II, 74% in Cycle II Session I, and reaching 85% in Cycle II Session II. These findings indicate that audiovisual-based e-book media significantly enhances student engagement during the learning process. This media has proven effective in capturing attention, increasing participation, and facilitating contextual understanding of the material. The implications of this study suggest that the use of interactive digital media can serve as an innovative alternative in teaching Indonesian language in primary schools.
Animated Video Based on Contextual Approach on Fraction Arithmetic Operations Material for Grade V Elementary School Ayu Renata Fridalina Rusanti; I Wayan Wiarta; Dewi Anzelina
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.95485

Abstract

The problem addressed in this study is the lack of instructional media that can enhance students' interest and understanding of fraction operations through an approach that is relevant to everyday life. The aim of this study is to develop contextual-based animated video media for teaching mathematics, specifically the topic of fraction operations, in fifth-grade elementary school. This research employs the ADDIE development model, with data collected through questionnaires, objective tests (multiple-choice), and analyzed using descriptive quantitative and inferential statistical techniques. The research subjects included one media expert, one subject matter expert, one instructional design expert, and fifth-grade elementary school students consisting of three students for individual trials and nine students for small group trials. The results showed that the animated video media design in digital format covered competencies, content, example problems, and developer profiles, with an expert validation score of 92.5% (categorized as excellent). The product feasibility tests indicated that the animated video media is suitable for use, with validation results from subject matter experts (92%), instructional design experts (95%), media experts (94%), individual trials (92.5%), and small group trials (93.05%), all categorized as excellent. The effectiveness test using a t-test analysis showed that the students’ post-test average score (91.87) exceeded the BSKAP standard score (86), with the t-test result showing t-count = 3.73 > t-table = 1.75 at a 5% significance level (α = 0.05). Therefore, it can be concluded that the contextual-based animated video media is appropriate and effective for use in teaching fraction operations in fifth-grade elementary school.
The Effect of the Guided Inquiry Model on Mathematics Skills of Fifth-Grade Elementary School Students Ayu Putri Indraswari; Gusti Ngurah Sastra Agustika; Anak Agung Ayu Dewi Sutyaningsih
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.95766

Abstract

This study was motivated by the low mathematical proficiency of elementary school students, which is attributed to the lack of varied instructional models that actively engage students in learning. The aim of this research is to examine the influence of the guided inquiry model on the mathematical proficiency of fifth-grade elementary students. This study employed a quantitative approach with a quasi-experimental design. The population consists of all fifth-grade students from 13 classes, totaling 360 students. The sample was selected using cluster random sampling. Two classes were chosen as samples, one serving as the control group and the other as the experimental group. The method and instrument used for data collection was a test. The data analysis techniques applied were descriptive and inferential statistical analysis. The results of the study show that students who participated in learning through the guided inquiry model experienced a significant improvement in mathematical proficiency compared to those who were taught using conventional methods. The implications of this research suggest that the guided inquiry model can serve as an effective alternative instructional strategy for enhancing students' conceptual understanding and mathematical thinking skills in elementary schools.