I Gde Wawan Sudatha
Universitas Pendidikan Ganesha, Singaraja, Indonesia

Published : 5 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 5 Documents
Search

Scout Practice Digital Teaching Module on the Topic of Scout Knots for Elementary School Students Putu Devi Janisa Putri; I Gde Wawan Sudatha; I Nyoman Laba Jayanta
International Journal of Elementary Education Vol 7 No 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i3.61533

Abstract

This research is motivated by problems in Scouting learning that are still confessional so that they are not effectively understood and the use of digital technology that has yet to be maximized. This research aims to develop a quality Digital Teaching Module for Elementary Scout Practices by testing its validity and practicality. This type of research is Research and Development with the ADDIE model. The subjects of this study were two media experts, two material experts, two design experts, two lecturers, and 12 students who had attended scouting lectures. The data collection method used was a questionnaire with an instrument in the form of a rating scale sheet. The data analysis techniques used are descriptive, qualitative, and quantitative. The results showed that: (1) the developed media prototype consists of 3 main parts, namely the opening, core, and closing views; (2) the validity test results show an average score of 93.83% material experts, 96.66% design experts and 95.33% media experts with very good qualifications, (3) the results of the practicality test show an average individual test score of 97.5%, small group test 98.61% and by practitioners of 96.66%. This study concludes that the digital teaching module for elementary scout practices developed is very valid and practical to be developed in learning.
Interactive Learning Multimedia with Problem-Based Learning for Fifth-Grade Elementary School Students Arnindya Navitri Ainullah; I Nyoman Jampel; I Gde Wawan Sudatha
Jurnal Ilmiah Sekolah Dasar Vol 7 No 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v7i2.57377

Abstract

There are limitations and a need for teacher ability to utilize technology to create innovative supporting teaching materials for students. The purpose of this research is to develop interactive learning multimedia. This type of research is development research with the ADDIE model. The subjects involved in this study were content experts, design experts, media experts, and trial students. Data were collected using the questionnaire and test methods, with assessment instruments in the form of learning achievement tests and test sheets for the validity of media products. The data obtained in the study were then analyzed using qualitative descriptive analysis techniques, quantitative descriptive, and t-test inferential statistical analysis. The results of this development research show that the design and development of interactive learning multimedia include five stages of the ADDIE model, product validity obtained from the review results of very well-qualified content experts (93.33%), very well-qualified design experts (93.75%), qualified media experts very good (93.33%), the results of the individual trials were very well qualified (93.66%), and the small group trials were very well qualified (92.56%), the results of the multimedia effectiveness test obtained an average pretest of 51.57 and an average of posttest 87.85. It was concluded that problem-based learning-based interactive multimedia is very qualified and feasible to implement and use in the Indonesian content learning process.
Ethnomatematics Based Learning Video Media on Mathematical Content Ni Komang Indah Juliantini; Alexander Hamonangan Simamora; I Gde Wawan Sudatha
MIMBAR PGSD Undiksha Vol. 11 No. 2 (2023): Juli
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar

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. The effectiveness of the media shows that the media is effectively used to improve students' mathematics learning outcomes. 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.
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 Nur Aliza Harianto; 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.