I Gde Wawan Sudatha
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Problem Based Blended Learning: Strategi Pembelajaran Efektif untuk Meningkatkan Kemampuan Berpikir Kritis dan Sikap Kemandirian Belajar Informatika Siswa SMP I Putu Rencanaguna; Ketut Agustini; I Gde Wawan Sudatha
Mimbar Pendidikan Indonesia Vol. 4 No. 3 (2023): September
Publisher : Undiksha Press

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Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran problem based blended learning (PBBL) terhadap kemampuan berpikir kritis dan sikap kemandirian belajar Informatika siswa kelas VII SMP. Metode yang digunakan yaitu metode kuantitatif dengan desain penelitian quasi experiment. Populasinya adalah siswa kelas VII SMP yang berjumlah 368 orang. Sampel penelitian adalah siswa kelas VII yang berjumlah 64 orang yang diambil dengan teknik random sampling dan dibagi menjadi dua kelompok, yaitu kelompok eksperimen dan kelompok kontrol. Kelompok eksperimen diberikan pembelajaran dengan menggunakan model PBBL, sedangkan kelompok kontrol diberikan pembelajaran konvensional. Data kemampuan berpikir kritis siswa dikumpulkan menggunakan metode tes berupa soal pilihan ganda dan data sikap kemandirian belajar dikumpulkan menggunakan non tes berupa kuesioner. Data dianalisis dengan statistik deskriptif dan Manova. Hasil penelitian menunjukkan bahwa terdapat pengaruh signifikan model PBBL terhadap kemampuan berpikir kritis dan sikap kemandirian belajar siswa. Berdasarkan hasil penelitian ini, disarankan agar sekolah menerapkan model PBBL sebagai strategi pembelajaran untuk meningkatkan kemampuan berpikir kritis dan sikap kemandirian belajar siswa dalam mata pelajaran Informatika.
The Urgency of Digital Literacy Learning in Educational Units: Systematic Literature Review Hadi Pradana, Pascalian; Ketut Agustini; Gede Rasben Dantes; I Gde Wawan Sudatha
Jurnal Pendidikan Anak Vol 6 No 1 (2024): Child Education Journal April
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v6i1.6100

Abstract

In this millennial era, it is very important to use digital literacy in education. The problem of education in the current digital era is that students do not have equal access to reading materials and their interest in reading is low. Thus, the aim of this research is to study the importance, causes, efforts and challenges associated with implementing digital literacy learning in educational units. The methods used are Systematic Literature Review (SLR) and bibliometric analysis. The data source uses article search criteria from 2021 to 2024 with the Publish or Perish application, based on SCOPUS sources with the title words being digital literacy learning. Data collection used the PRISMA procedure, 200 articles were obtained from the database and then the screening process was carried out so that 14 articles were included. Research results show that digital literacy in education does not only include teaching technology skills but also prepares future generations to think critically, communicate well, collaborate and be creative in the era of digital globalization. Implementing digital literacy in educational units can develop more efficient learning models and media to face current technological challenges by using applications that are also integrated with local wisdom and prepare students for a future that is increasingly connected to technology. Further research focuses on creating more efficient learning models to prepare future generations to face the challenges of the technological era.
Interactive Learning Multimedia Based on Indonesian Realistic Mathematics Education in Mathematics Subjects Farhan, Muhamad; I Gde Wawan Sudatha
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.63853

Abstract

The unavailability of media and learning methods used by teachers in learning mathematics is still simple, resulting in less understanding of students in learning and a decrease in the quality of learning, especially in mathematics subjects. This study aims to create interactive learning multimedia based on Indonesian realistiic mathematics education in grade IV mathematics subjects. This type of research uses development with the ADDIE model. The test subjects consisted of 3 experts and 12 fourth grade students. Data obtained with quantitative and qualitative data. The methods used were questionnaires and tests. Furthermore, the data were analyzed with descriptive qualitative techniques, descriptive quantitative and inferential statistics. Media feasibility is determined from the assessment results of learning content experts (91.66%), learning design experts (92.18%), learning media experts (88.33%), individual test results (87.38%), and small group test results (87.73%). So it is concluded that interactive learning multimedia based on Indonesian realistic mathematics education is feasible to be implemented in learning mathematics grade IV MI. This research has implications for the implementation of realistic and varied learning activities. The implication of this research is the increasing availability of learning tools, namely interactive learning multimedia according to student needs, able to increase student motivation in learning mathematics.
Pembelajaran Berbasis Proyek Untuk Meningkatkan Kreativitas Dalam Pendidikan Jasmani Ni Wayan Suardiati Putri; I Ketut Budaya Astra; Ketut Agustini; I Gde Wawan Sudatha
Jurnal Ilmu Keolahragaan Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

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Abstract

Saat ini siswa tidak hanya mempunyai pengetahuan saja tetapi juga mempunyai keterampilan dan sikap. Untuk meningkatkan keterampilan dan sikap, siswa perlu diberikan pengalaman nyata dalam bentuk proyek. Tujuan penelitian ini adalah untuk mempelajari literatur tentang peningkatan kreativitas siswa pendidikan jasmani melalui model pembelajaran berbasis proyek. Metode penelitian yang digunakan dalam penelitian ini adalah Systematic Literature Review (SLR) dengan PRISMA (Preferred Reporting Items For Systematic Review And Meta-Analyses) yang bertujuan untuk memastikan bahwa setiap proses yang dilakukan pada saat melakukan review berjalan secara sistematis. Penelusuran literatur dilakukan dengan bantuan aplikasi Publish or Perish. Teknik pengumpulan data yang digunakan meliputi analisis teori dan hasil artikel ilmiah serta publikasi lainnya dengan tujuan untuk mengetahui dampak pembelajaran berbasis proyek. Hasil dari penelitian ini adalah Project Based Learning  (PjBL) dapat meningkatkan kreativitas siswa, dan pendidikan jasmani dengan model pembelajaran berbasis proyek membantu siswa menjadi aktif. Model pembelajaran PjBL dapat dijadikan acuan untuk diterapkan pada pembelajaran pendidikan jasmani di sekolah. Model pembelajaran PjBL dapat diterapkan secara sistematis dan efektif di berbagai tingkat satuan pendidikan, mulai dari sekolah dasar hingga perguruan tinggi. Disimpulkan bahwa pentingnya PjBL dalam pendidikan jasmani untuk meningkatkan kreativitas siswa.
Ethnomatematics Based Learning Video Media on Mathematical Content Juliantini, Ni Komang Indah; Alexander Hamonangan Simamora; I Gde Wawan Sudatha
MIMBAR PGSD Undiksha Vol. 11 No. 2 (2023): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v11i2.62109

Abstract

The lack of innovative learning media during learning and the lack of instilling concepts in mathematics causes learning to be less meaningful. This development research aims to determine the design, feasibility, and effectiveness of Ethnomatematics-based Mathematics Learning Videos on speed material for fifth-grade elementary school students. This research belongs to the type of development research that was developed using the ADDIE model. The subjects of this research trial were learning content (material) experts, instructional design experts, instructional media experts, and 24 fifth-grade elementary school students. Data collection in the study was carried out using the questionnaire method and the test method. Data analysis techniques using qualitative data analysis techniques, quantitative descriptive data analysis, and inferential statistics (t-test). The results showed that the assessment of learning media experts obtained a percentage of 94.79% with very good qualifications, the results of the assessment of learning design experts obtained a percentage of 95.83% with very good qualifications, the results of the assessment of material experts obtained a percentage of 97.41% with qualifications very good, the results of student assessments through individual trials obtained a percentage of 97.22% with very good qualifications, the results of student assessments through small groups obtained a percentage of 98.29% with very good qualifications. It was concluded that the ethnomathematics-based instructional video media on the mathematics content of speed material for fifth-grade elementary school students could help students improve their understanding of learning concepts, especially in mathematics, to improve student learning outcomes.
Video Pembelajaran Menggunakan Model ADDIE pada Tematik Siswa Kelas III Sekolah Dasar Tesalonika; Desak Putu Parmiti; I Gde Wawan Sudatha
Jurnal Pedagogi dan Pembelajaran Vol. 5 No. 3 (2022): Oktober
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v5i3.52889

Abstract

Beberapa kegiatan pembelajaran tidak berjalan secara maksimal yang disebabkan karena guru kurang mampu mengembangkan media digital yang membantu meningkatkan motivasi belajar siswa. Tujuan penelitian ini yaitu mengembangkan  video pembelajaran menggunakan model ADDIE pada tematik kelas III SD. Jenis penelitian ini yaitu pengembangan menggunakan model ADDIE. Subjek uji coba yaitu 1 ahli materi pembelajaran, 1 ahli desain pembelajaran, dan 1 ahli media pembelajaran. Subjek uji coba yaitu siswa yang berjumlah 12. Metode pengumpulan data dengan pencatatan dokumen, kuesioner, dan wawancara. Instrument pengumpulan data berupa lembar pencatatan dokumen dan kuesionerTeknik analisis data yang digunakan yaitu analisis deskriptif kualitatif dan analisis deskriptif kuantitatif. Hasil penelitian yaitu penilaian yang diberikan dari ahli materi pembelajaran yaitu 92% (sangat baik), ahli desain pembelajaran yaitu 92,72% (sangat baik), dan ahli media pembelajaran yaitu 90,77 (sangat baik). Hasil uji coba perorangan yaitu 91% (sangat baik) dan kelompok kecil yaitu 93,47% (sangat baik). Disimpulkan bahwa video pembelajaran layak digunakan dalam pembelajaran Tematik.
The The Effectiveness of Virtual Reality in Mathematics for SPLDV Material Komang Elik Mahayani; Ketut Agustini; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.62458

Abstract

The lack of learning media and teacher creativity in implementing mathematics learning results in a lack of students' understanding and enthusiasm in learning mathematics. This research aims to analyze the design, feasibility, effectiveness and response of teachers and students in implementing virtual reality learning based on case-based learning in class VIII mathematics subjects. The research uses the Dick and Carey development model. The research subjects consisted of two content experts, one instructional design expert, one learning media expert, three individual test students, nine small group test students, and thirty-two field test students. The data collection methods used were interviews, questionnaires, tests and documentation. The data analysis techniques used are quantitative descriptive analysis, inferential statistical analysis (t-test), and N-Gain test. The content expert test results showed very high validity based on Gregory's validity. The expert test found, the score percentage is considered very good. Based on the t-test calculation, the significance value (Sig. 2-tailed) of 0.000 is smaller than 0.05 (p > 0.05), rejecting the null hypothesis (H0) and accepting the alternative hypothesis (Ha). So, it can be concluded that there is a significant difference in learning outcomes before and after using virtual reality based on case-based learning. The N-Gain calculation produces a score of 0.741, which indicates a high category so it can be concluded that the use of virtual reality learning based on case-based learning is effective in improving student learning outcomes in class VIII mathematics subjects.
Interactive Multimedia with Problem-Based Learning in Mathematics Harianto, Nur Aliza; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.64656

Abstract

Considering that mathematics material has an important role in everyday life, learning media in learning requires learning media to present learning material that is abstract to become concrete. Interactive multimedia can increase student learning outcomes in mathematics. Apart from that, the PBL learning model is able to encourage students to learn actively in solving a problem. Therefore this research aims to develop interactive multimedia with problems based on learning in mathematics for class VII students of junior high school. This type of research is development research with the ADDIE model which includes five systematic stages in it. The data collected are quantitative data and qualitative data using 3 data collection methods, namely interviews, questionnaires, objective tests. The stages of the ADDIE model which consists of five stages, namely the stages of analysis, design, development, implementation and evaluation. The results of this study indicate that problem-based interactive multimedia learning is valid with very good qualifications. Moreover multimedia interactive learning with problem-based learning was effectively used in learning class VII mathematics set material at junior high school.