Jurnal Edutech Undiksha https://ejournal.undiksha.ac.id/index.php/JEU <hr style="border: 0.5px solid black;" /> <table class="data" width="100%" bgcolor="#f0f0f0"> <tbody> <tr valign="top"> <td width="20%">Journal title</td> <td width="80%"><strong>Jurnal Edutech Undiksha</strong></td> </tr> <tr valign="top"> <td width="20%">Initials</td> <td width="80%"><strong>JEU</strong></td> </tr> <tr valign="top"> <td width="20%">Abbreviation</td> <td width="80%"><strong>J.Edutech undiksha</strong></td> </tr> <tr valign="top"> <td width="20%">Frequency</td> <td width="80%"><strong>Two issues per year </strong></td> </tr> <tr valign="top"> <td width="20%">DOI</td> <td width="80%"><strong>prefix 10.23887/jeu</strong><strong><br /></strong></td> </tr> <tr valign="top"> <td width="20%">Print ISSN</td> <td width="80%"><a href="https://issn.brin.go.id/terbit/detail/1512527716" target="_blank" rel="noopener"><strong>2614-8609 </strong></a></td> </tr> <tr valign="top"> <td width="20%">Online ISSN</td> <td width="80%"><a href="https://issn.brin.go.id/terbit/detail/1511515126" target="_blank" rel="noopener"><strong>2615-2908 </strong></a></td> </tr> <tr valign="top"> <td width="20%">Editor-in-chief</td> <td width="80%"><a href="https://www.scopus.com/authid/detail.uri?authorId=57203370875" target="_blank" rel="noopener"><strong>I Gde Wawan Sudatha</strong></a></td> </tr> <tr valign="top"> <td width="20%">Publisher</td> <td width="80%"><a href="https://www.undiksha.ac.id"><strong>Universitas Pendidikan Ganesha</strong></a></td> </tr> <tr valign="top"> <td width="20%">Organizer</td> <td width="80%"><strong>Fakultas Ilmu Pendidikan - Undiksha</strong></td> </tr> </tbody> </table> <hr style="border: 0.5px solid black;" /> <p><strong>Jurnal Edutech Undiksha </strong>is a scientific journal published by the Education Technology Study Program, <strong>Fakultas Pendidikan</strong>, <strong>Universitas Pendidikan Ganesha</strong>. This journal aims to accommodate articles of research results and results of community service in the field of education and learning technology. In the end, this journal can provide a reference on the development of science and technology in the field of education for the academic community.</p> <p><strong>p-ISSN : <a href="https://issn.brin.go.id/terbit/detail/1512527716" target="_blank" rel="noopener">2614-8609 </a> (Print) and e-ISSN : <a href="https://issn.brin.go.id/terbit/detail/1511515126" target="_blank" rel="noopener">2615-2908 </a> (Online)<br /></strong></p> Universitas Pendidikan Ganesha en-US Jurnal Edutech Undiksha 2614-8609 <p>Authors who publish with the <strong>Jurnal EDUTECH Undiksha</strong><strong> </strong>agree to the following terms:</p><ol><li>Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution License (CC BY-SA 4.0)</a> that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal. </li><li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li><li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. (See <a href="http://opcit.eprints.org/oacitation-biblio.html">The Effect of Open Access</a>)</li></ol> Online Learning Supporting Tools: An Analysis the Impact of Supporting Tools During the Pandemic of Covid-19 on Student Achievement https://ejournal.undiksha.ac.id/index.php/JEU/article/view/62711 <p>The spread of the Covid-19 virus, which has taken place since 2019, has resulted in several activities that are usually carried out in person or face to face to go online. The transition from offline learning to online learning requires teachers or students to have supporting tools to connect. This study aimed to analyze online learning supporting tools and student achievement and determine the effect of online learning supporting tools on student achievement at SD Negeri 12 Malacca during the Covid-19 Pandemic. This study uses ex-post facto techniques and a quantitative approach. Participants in this trial were students of grades IV, V, and VI, totaling 30 students. Purposive sampling was used to collect samples for this study. The information collected is through surveys and documentation. Before the data analysis test, prerequisite analysis tests, normality, and linearity tests were first carried out. The results of the normality test show that the data is normally distributed. Then, the results of the linearity test show that there is a direct correlation between student achievement and online learning support tools. Based on the hypothesis test results, it was found that the online learning supporting tools variable significantly influenced the student achievement variable. It was concluded that online learning supporting tools could improve student achievement.</p> Widya Karmila Sari Achmad Hotimah Dinda Cahyani Anas Amir Pada Muhammad Faisal Copyright (c) 2023 Widya Karmila Sari Achmad, Hotimah, Dinda Cahyani Anas, Amir Pada, Muhammad Faisal https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 1 10 10.23887/jeu.v11i1.62711 Character Development Through Collaboration Between Teachers, Parents, and Students in Online Learning https://ejournal.undiksha.ac.id/index.php/JEU/article/view/62680 <p>The teacher still needs to pay more attention to character development. Even though the ultimate goal of learning should be beyond mastering knowledge and skills, there must be character development. The research aimed to obtain a Collaboration Oriented Learning Model product for Teachers, Parents and Students with THK insight (MPbKGOP). This model can make it easier for students to understand mathematical concepts and, at the same time, develop their character. This type of research is research and development (R &amp; D) from Plomp. The research subjects were 70 grade IV students of SDN 1. The THK-oriented MPbKGOP and its devices have been tested through the development stages of the preliminary investigation phase; design phase; realization/ construction phase; test, evaluation, and revision phase, and implementation phase. The data analysis technique used is descriptive qualitative analysis. The study results show that the MPbKGOP with THK insight and its tools are valid, practical and effective. MPbKGOP, along with effective tools, are used to facilitate the understanding of mathematical concepts and character development of students so that there is a shift in character categories that tend to lead to the categories "Developing (B)" and "Cultivating (M)".</p> I Made Ardana I. P. Wisna Ariawan W. Sugandini Copyright (c) 2023 I Made Ardana, I. P. Wisna Ariawan, W. Sugandini https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 11 19 10.23887/jeu.v11i1.62680 Learning Video Media in Natural and Social Science Subjects for Fourth-Grade Elementary School https://ejournal.undiksha.ac.id/index.php/JEU/article/view/54601 <p>The limited learning media that increases students' motivation and interest in learning makes learning less effective. It takes a product that can support learning activities. This study aims to develop Learning Video Media in Class IV Elementary School Science Subjects. This type of research is development research that was developed using the ADDIE development model. Data is processed using a data collection method with a questionnaire and multiple-choice objective tests. The research subjects were subject matter experts, learning design experts, and learning media experts. The test subjects were three students in the individual trial, 6 in the small group trial, and 18 in the effectiveness test. The data analysis technique used is quantitative descriptive analysis and inferential statistics. The research results of the assessment results from experts and students have good and very good categories so that the products developed are feasible or valid to use. The results of the effectiveness test are that there is a significant difference of 5% before and after using this product. Thus the results of this study indicate that Learning Video Media media is valid and effective for use in Class IV Elementary School Science Subjects.</p> Dewa Nyoman Katon Agastya I Wayan Sujana Copyright (c) 2022 Dewa Nyoman Katon Agastya, Anak Agung Gede Agung, I Wayan Sujana https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 20 30 10.23887/jeu.v11i1.54601 Problem-Based Learning Virtual Comic Media Based on Cultural Diversity Material https://ejournal.undiksha.ac.id/index.php/JEU/article/view/47477 <p>The limited media owned by teachers to support the online learning process impacts learning that could be more optimal. In addition, the teacher gives assignments as the most dominant method in online learning. This development research aims to develop virtual comic media for IPS content on cultural diversity. This type of research is developed using the ADDIE model. The data collection method used in this study is a non-test method, with the instrument used in the form of questionnaires. The data analysis technique used is descriptive qualitative and quantitative analysis. The results of the research are media that are developed properly with the results of the review of subject content experts, design experts, and instructional media experts, the results of individual and small group trials successively obtaining a percentage score (91.6%), (100%), (98 .8%), (97.2%), and (95.3%). Based on the validation and trial results, the developed virtual comic learning media can be used as a learning medium for teaching social studies material in the context of cultural diversity material for class IV SD. Virtual comic learning media can help students in learning.</p> I Dewa Agung Alit Pranata Ida Bagus Gede Surya Abadi Copyright (c) 2022 I Dewa Agung Alit Pranata http://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 31 40 10.23887/jeu.v11i1.47477 Learning Innovation through the Development of Interactive Multimedia Based on Local Wisdom for Sociology Learning in the Digital Era https://ejournal.undiksha.ac.id/index.php/JEU/article/view/60441 <p>The need for innovative digital learning media makes learning activities less attractive to students. Even though technological developments have paved the way for various innovations in aspects of learning, such as interactive multimedia, this study aims to develop appropriate interactive multimedia for sociology learning. This research is included in research and development (RnD) with a 4D model. The data collection method uses a non-test: a needs analysis questionnaire and a media feasibility questionnaire. The data collection instrument used a questionnaire. Data analysis techniques use descriptive and percentage techniques. The study results show that students have a good view and agree with the presence of interactive multimedia. It is in line with the finding that during the learning process, teachers have used ICT. The results of the average evaluation of multimedia products by material experts obtained a score of 83% which was included in the very feasible category, by media experts obtained an average of 86% which was included in the very feasible category. Interactive media is included in the appropriate category for sociology learning media. It is hoped that the results of this research can become an innovation in ICT-based learning processes.</p> Ari Tri Noeryanti Triana Rejekiningsih Sudiyanto Copyright (c) 2023 Ari Tri Noeryanti, Triana Rejekiningsih, Sudiyanto https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 41 53 10.23887/jeu.v11i1.60441 Contextual-Based Mathematics Learning Videos on Fifth-Grade Fraction Material https://ejournal.undiksha.ac.id/index.php/JEU/article/view/57953 <p>Mathematical concepts that are difficult for students to understand make them easy to forget. This study aims to create a learning media through contextual-based videos in mathematics. It is equipped with an impact evaluation on learning outcomes obtained by students in grade 5 of elementary school. This type of research is developed using the ADDIE model. Four experts and all grade 5 students were used as research subjects. With data collection techniques consisting of interviews, questionnaires, and tests. Data collection instrument with a questionnaire. Data analysis techniques used inferential statistics, descriptive statistical analysis, quantitative descriptive analysis, and qualitative descriptive analysis. The results of the research are that all aspects have been determined valid in the design expert test by 90%, material expert test by 92.30%, learning design expert test by 90.90%, learning media expert test by 91.07%, personal trial by 93.94 %, small group trials 93.69%, and field trials 92.42%. The effectiveness test results show how well the learning video media can be applied to mathematics content. It was concluded that using contextual-based learning video media in the learning process is valid and effective in improving student learning outcomes.</p> Desak Ketut Sri Galuh Gusti Ngurah Sastra Agustika Copyright (c) 2023 Desak Ketut Sri Galuh https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 54 63 10.23887/jeu.v11i1.57953 Web-Based 21st-Century Skills-Oriented E-Module for Chemistry Teacher Candidates https://ejournal.undiksha.ac.id/index.php/JEU/article/view/54371 <p>The development of science and technology has brought major changes in the world of education. In the learning process in tertiary institutions, along with the complexity of the problems in learning activities, student competencies are no longer limited to mastery of material content but also need 21st-century competencies. This research was conducted to develop web-based 21st-century oriented e-modules for DDPMIPA lectures that validate and know the response of e-module users. This type of research is developed using the ADDIE model. The data collection method uses a questionnaire. Research data were obtained using e-module validation sheets and user response questionnaires. The material and media expert validators carried out the validation test. The trial was conducted on three students, and the limited trial was conducted on 15 students. Data were analyzed using quantitative descriptive and qualitative descriptive analysis techniques. Based on the results of data analysis, it is known that the e-module is categorized as very valid (88.5%) in terms of content feasibility, presentation feasibility aspects, linguistic aspects, and media eligibility aspects. The user response questionnaire also shows that the e-module gets very good user responses (87.93%). It was concluded that the resulting 21st-century skill-oriented e-modules using Google sites were valid and very good to apply in DDPMIPA learning.</p> Erviyenni Fitri Aldresti Sri Haryati Copyright (c) 2023 Erviyenni, Fitri Aldresti, Sri Haryati https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 64 72 10.23887/jeu.v11i1.54371 Graphic Media E-Learning Teaching Materials to Improve Learning Outcomes https://ejournal.undiksha.ac.id/index.php/JEU/article/view/58318 <p>Lecturers do not use graphic media e-learning teaching materials accessed through Unesa Virtual Learning (Vinesa). It causes students to become less interested in learning, causing a decrease in student learning outcomes. This study assesses the feasibility and effectiveness of developing graphic media e-learning teaching materials. This type of research is development research with a quantitative approach. Methods of data collection using tests, observations, interviews, and questionnaires. The instrument used is a questionnaire. The analysis used in this research is descriptive quantitative and t-test. The results of the study are the results of the feasibility of developing e-learning teaching materials for visual media, which are declared valid with very feasible material validation (96%), very feasible learning media (94%), very feasible learning designs (94%), very feasible individual trials ( 94%), very feasible small group trial (94%). The effectiveness results show that there is a difference in n-gain results between the control group and the experimental group. Developing e-learning teaching materials using visual media is feasible and effective enough to improve student learning outcomes. Graphic media e-learning teaching materials make it easier for students to learn.</p> Hari Setyaedhi Andi Mariono Alim Sumarno Copyright (c) 2023 hari setyaedhi, Andi Mariono Mariono, Alim Sumarno Sumarno https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 73 87 10.23887/jeu.v11i1.58318 Talking Stick Learning Model Assisted by Song Media: Influence on Social Science Knowledge Competence https://ejournal.undiksha.ac.id/index.php/JEU/article/view/54567 <p>Until now, students in elementary schools still have low competence in social science knowledge. It is caused by the applied learning model rather than by the characteristics of students, so the learning process feels boring. Therefore, this study aims to analyze the effect of applying the Talking Stick learning model assisted by song media (singing) on elementary school students' social studies knowledge competence. This type of research is quasi-experimental with a non-equivalent control group design. The population of this research is 753 students. The research sample was determined by cluster random sampling technique. The data collection method used in this research is the test method, and the instrument used is in the form of multiple-choice test questions. Research data were analyzed using descriptive and inferential statistical analysis techniques. Testing the hypothesis with the t-test showed a significant difference in the Talking Stick learning model assisted by song media (singing) on elementary school students' social studies knowledge competencies. Thus, the Talking Stick learning model assisted by song media (singing) affects increasing the competence of social studies knowledge of elementary school students. This research implies that it is necessary to continuously develop innovative learning models, such as the Talking Stick learning model assisted by song media (singing), so that it has a positive and significant effect on increasing the competence of social studies knowledge of elementary school students.</p> Ika Sintya Anak Agung Gede Agung Copyright (c) 2022 Ika Sintya, Anak Agung Gede Agung https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 88 96 10.23887/jeu.v11i1.54567 Problem-Based Learning-Oriented Animated Learning Videos in Fifth-Grade Elementary School Science Content https://ejournal.undiksha.ac.id/index.php/JEU/article/view/58728 <p>The lack of teacher ability to facilitate innovative learning media for students then impacts low student learning outcomes, so to overcome these problems, it is necessary to use innovative media in the learning process. This research aimed to describe the design and know the validity of problem-based learning-oriented animation videos in the science content of class V SD. This research belongs to the type of development research which was developed using the ADDIE model. The subjects involved in this study were educational technology experts, content experts, design experts, media experts, and trial students. Data collection in this study was carried out using the questionnaire method and the test method, with research instruments in the form of product validity sheets and tests of student learning outcomes. The data obtained in the study were then analyzed using qualitative descriptive analysis techniques, quantitative descriptive analysis, and t-test inferential statistical analysis. The results of the research analysis show that the review results of content experts are very well qualified (90.9%), design experts are very well qualified (92.3%), media experts are very well qualified (92.3%), individual test results are very well qualified (96.1%), and the results of the small group trials were very well qualified (91.4%). Based on these results, the animated video media developed are very good qualifications and can improve the learning outcomes of fifth-grade elementary school students.</p> Josapat Eleaser I Made Tegeh I Komang Sudarma Copyright (c) 2023 Josapat Eleaser https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 97 106 10.23887/jeu.v11i1.58728 Problem Based Learning E-Module for Facilitating Sociology Learning in the Digital Era https://ejournal.undiksha.ac.id/index.php/JEU/article/view/58123 <p>This Technological developments present a variety of digital learning resource options that can be used by teachers, as well as being a solution to overcome the problem of less interactive learning. This study aims to develop a problem-based learning e-module product for sociology learning in senior high schools. This research approach is research and development (RnD), which adopts the 4-D model. This research will involve two media experts, two material experts, and three subject teachers. Data collection techniques use non-test techniques with instruments consisting of questionnaires. Obtaining questionnaire scores will be analyzed descriptively with percentages. The results of this study indicate that problem-based learning-based e-modules obtain a percentage score of 91% from media experts and are included in the 'very good' qualification. The assessment of material experts obtained 86%, which was included in the qualification of 'very good. The teacher's assessment is 89% which is included in the 'very good' category. The e-module developed in this study was deemed 'very feasible' to be used as a learning medium and tested on students in the sociology learning process.</p> Laras Andita Yuningtyas Sariyatun Djono Copyright (c) 2023 Laras Andita Yuningtyas, Sariyatun, Djono https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 107 118 10.23887/jeu.v11i1.58123 Instructional Edutainment Media "Number Game" Based on Mobile Technology to Improve Mathematical Conceptual Understanding https://ejournal.undiksha.ac.id/index.php/JEU/article/view/53913 <p>Integrating technology into learning is a challenge for education in the current digital era, so innovation is needed to make students' cognitive, constructive processes more optimal. This development research aims to produce edutainment media in the form of quality mobile technology-based "Number Game" video games. This type of research is developed using the ADDIE model. Methods of data collection using questionnaires and tests. The mobile game was implemented for VII graders of junior high school consisting of 34 students. The research instruments comprised media and material validation sheets, teacher and student practicality questionnaires, and conceptual understanding ability test instruments. The results showed that the "Number Game" edutainment media developed was valid with an average media validation score of 4.49, with a very good classification. The mean material validation score is 4.17, with a good classification. The "Number Game" game developed is practical, with an average teacher response questionnaire score of 3.75 with a good classification, an average student response questionnaire score is 3.35 with a good classification, and an average percentage of learning implementation is 93.51% with a very good category. The "Number Game" game effectively understood students' concepts, with a learning completeness percentage of 67.64 with an effective classification. It is concluded that educational games are feasible and effective in learning.</p> Laswadi Rhomiy Handican Eline Yanty Putri Nasution Copyright (c) 2023 Rhomiy Handican https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 119 127 10.23887/jeu.v11i1.53913 Magazine Teaching Materials as an Effort to Increase Students' Interest in Learning https://ejournal.undiksha.ac.id/index.php/JEU/article/view/53331 <p>The lack of variation in the use of teaching materials in learning impacts students' interests and academic results. The purpose of this study is to develop magazine teaching materials as well as present the results of validating magazine teaching materials in Mathematics subjects which have the potential to foster student interest in learning. This type of research is development research with the ADDIE model. The subjects of this development research were one subject matter expert; 1 learning media expert; 1 learning design expert; 3 individual trial students; 6 students in small group trials. Data was collected by observation, document study, interviews, and questionnaires. The data collection instrument used was a questionnaire. The data analysis used is descriptive qualitative and descriptive quantitative. The research results, magazine teaching materials, were declared valid from the subject content experts' review showing that magazine teaching materials had a good predicate with a result of 80.00%. The review results by learning design experts show that magazine teaching materials have a very good rating, with a result of 91.00%. The review results by learning media experts show that magazine teaching materials have a very good rating, 92.00%. The results of individual trial reviews have a very good rating, with a result of 99.09%. The results of the small group trial had a very good rating with a yield of 98.18%. It was concluded that magazine teaching materials in Mathematics are valid and appropriate for learning.</p> Maulida Mawaddatul Husnah Anak Agung Gede Agung Copyright (c) 2022 Maulida Mawaddatul Husnah https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 128 137 10.23887/jeu.v11i1.53331 Material Requirements for Computer-Assisted Inquiry Models Development in Investment Assessment Learning https://ejournal.undiksha.ac.id/index.php/JEU/article/view/54014 <p>In the current era of digital literacy, graduates are required to be able to compete in business while being able to overcome information technology problems. One way to increase student competency is by providing competency in selecting business decisions through the learning process. This research aims to identify the inquiry learning model material with the help of computer media. This type of research is qualitative. The method used in this research refers to Sugiono. The research subjects of this study were company managers, lecturers of financial management courses, validation experts regarding the content, appearance, and learning models developed, and accounting students who were taking financial management courses. The data analysis technique used is descriptive qualitative analysis. The results of this study identified the material of the computer-assisted inquiry learning model of investment assessment learning media, including the level of profit and risk, working capital and capital structure, as well as the cost of capital and capital structure. The method used is Payback Period, Average Rate of Return, Net Present Value, and Internal Rate of Return. The learning model that can be used is a computer-assisted inquiry learning model that contains inquiry learning model syntax, materials, worksheets, and power points.</p> Ni Luh Gede Erni Sulindawati Luh Indrayani Made Arie Wahyuni Copyright (c) 2022 Ni Luh Gede Erni Sulindawati https://creativecommons.org/licenses/by-sa/4.0 2023-02-03 2023-02-03 11 1 138 145 10.23887/jeu.v11i1.54014 Kelapa Application: Local Culture-Based Learning Media for Character Strengthening of Pancasila Student Profiles https://ejournal.undiksha.ac.id/index.php/JEU/article/view/59702 <p>The decline in the Pancasila character values of elementary school students and the less optimal use of local Indonesian culture in learning activities. This study aims to produce application learning media based on local culture to strengthen the character profile of Pancasila students in fourth-grade elementary school students. This development research uses the ADDIE development model. The subjects in this study were two subject matter experts, two learning design experts, two learning media experts, a practitioner, and students divided into three individual test persons and nine small group test persons. Data collection techniques are descriptive qualitative analysis and quantitative descriptive analysis. The results showed that the application learning media developed was declared valid based on the expert review of the subject matter score of 98.33%, the learning design expert's 98.75%, and the expert review of the learning media 95%. As for the level of practicality of the media based on the results of practitioners' responses of 99% (very practical category), student responses in the individual test obtained a score of 100% (very practical category). The results of student responses in the small group test obtained a score of 98.33% (the category very practical). It was concluded that local culture-based application learning media is feasible and practical for the learning process.</p> Ni Made Diah Ariusnita Gede Wira Bayu Copyright (c) 2023 Ni Made Diah Ariusnita, I Made Suarjana, Gede Wira Bayu https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 146 159 10.23887/jeu.v11i1.59702 Cooperative Learning Model Make a Match Type Assistance in Crossword Puzzle Games Improves Citizenship Learning Outcomes https://ejournal.undiksha.ac.id/index.php/JEU/article/view/59437 <p>Fun learning and engaging students in the learning process are the main learning goals, with a fun and energetic class atmosphere. Students are still found to feel bored and passive in participating in learning; this problem ultimately impacts poor student learning outcomes. This study aims to analyze the cooperative learning model of the make-a-match type assisted by crossword puzzles on student learning outcomes in Civics subjects. The type of approach in this research is quasi-experimental design. The research subjects totaled 28 students. The research sample was taken by using a random sampling technique. The methods used are observation, interviews, tests, questionnaires, and documentation. The instrument used is the test. Data analysis technique using t-test. Data analysis showed that the make-a-match model assisted by crossword puzzles significantly affected student learning outcomes; there were differences before and after the action was given. It was concluded that there was an effect of the make-a-match model assisted by crosswords to improve student learning outcomes in Civics subjects. With the help of crosswords, the make-a-match model can make the class atmosphere active and fun.</p> Risdiyanto Prayoga Mukhamad Murdiono Obby Taufik Hidayat Copyright (c) 2023 Risdiyanto Prayoga https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 160 167 10.23887/jeu.v11i1.59437 Improving Student Learning Outcomes Through Hindu Interactive E-Modules https://ejournal.undiksha.ac.id/index.php/JEU/article/view/45112 <p>The low learning outcomes of students learning Hinduism are due to the need for more interactive and interesting learning media for students. This study aims to describe the design and quality of the results of the validity of the Religious Interactive E-Module. This research belongs to the development research developed using a 4-D model with the stages of defining, designing, developing, and deploying. The subjects involved in this study were one subject matter expert, one instructional design expert, one instructional media expert, three students for individual trials, and nine students for small group trials. Data was collected using interviews, document recordings, and questionnaires with research instruments in the form of subject content expert instruments, design experts, instructional media experts, and individual trials. The data analysis used is a qualitative descriptive analysis technique. The results of the research analysis showed that the Interactive Hindu Religion E-Module was declared valid, with the results of a review by subject content experts indicating that the Hindu Religion Interactive E-Module had a very good rating (100%). The results of the expert review of the Interactive E-Module learning media show that the product has a good rating (87%). The review results by the learning design experts showed that the Interactive E-Module of Hindu Religion had an adequate rating (68%). Individual test results show that the Interactive E-Module has a good rating (92.3%). The results of the small group test showed that the E-Module had a very good rating (93.58%). It means that the Interactive E-Module in Hinduism is proven to be of good quality and is suitable for use in the learning process of Hinduism.</p> I Ketut Septiyan Kurniawan Alexander Hamonangan Simamora Copyright (c) 2022 I Ketut Septiyan Kurniawan, I Kadek Suartama, Alexander Hamonangan Simamora http://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 168 176 10.23887/jeu.v11i1.45112 Interactive Learning Videos Based on Problem-Based Learning in Mathematics for Eighth Graders https://ejournal.undiksha.ac.id/index.php/JEU/article/view/51440 <p>Learning in schools is still centred on the teacher and uses conventional media to make students less active, decreasing their interest and learning outcomes. This study aims to develop problem-based learning interactive learning videos in the Mathematics subject of eighth-grade students. The development model used is the ADDIE model. The subjects of this study were 28 eighth-grade students using questionnaires and tests—data analysis techniques using descriptive qualitative analysis, quantitative, and inferential statistics. The results showed that the results of the validity of the expert test (content, design, and media) obtained an average score of 94.82% (very good qualification), and individual, small group and field tests obtained an average score of 88.66 (good qualification). The t-test results stated significant differences in student learning outcomes before and after participating in learning using problem-based learning and interactive video learning. This interactive learning video can make students more active and increase student interest and learning outcomes, as well as open insights and hone teachers' abilities to utilize technology in making learning media interesting, effective, and varied.</p> Shelfy Nasfovi Desak Putu Parmiti Copyright (c) 2022 Shelfy Nasfovi, I Gde Wawan Sudatha, Desak Putu Parmiti https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 177 186 10.23887/jeu.v11i1.51440 Media Pop-Up Book Using Adobe After Effect Material on Procedures for Ablution in Kindergarten https://ejournal.undiksha.ac.id/index.php/JEU/article/view/59300 <p>Media variations in familiarizing ablution procedures for early childhood are still limited to pictures and posters. This problem causes a lack of knowledge in children about the correct sequence of ablution. This study aims to develop pop-up book media using Adobe After Effects, material for ablution procedures for group B children in Kindergarten. The type of research used is development research referring to the ADDIE model. The research subjects comprised one media expert, a material expert, a linguist, and 30 students. Data collection methods used are interviews, questionnaires, and observation. The instrument used is a closed questionnaire. The analysis technique used is descriptive qualitative and quantitative. The results showed good validation consisting of 86% material validation, 100% media, and 88% language. While the practicality of the media is 89%, the category is very good. The effectiveness test results showed that the use of book pop-up media increased children's understanding of the procedures for ablution. It was concluded that pop-up book media using Adobe After Effects is valid, practical, effective, and appropriate to be used as a learning media for kindergarteners' ablution procedures for group B children. Using Adobe After Effect, pop-up book media can increase enthusiasm and make it easier for children to learn how to perform ablution.</p> Susi Suhajah Susi S Sumarni E Ratna Kartika Wati Copyright (c) 2023 Susi Suhajah Susi https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 187 194 10.23887/jeu.v11i1.59300 Problem-Based Learning Interactive Learning Multimedia to Improve Science Content Learning Competency https://ejournal.undiksha.ac.id/index.php/JEU/article/view/58508 <p>The lack of instructional media relevant to student characteristics results in a low quality of science content learning. This study aims to develop problem-based learning interactive multimedia to improve students' competence in science content. This research is development research using the ADDIE model. The subjects involved in this study were one learning content expert, one instructional design expert, one instructional media expert, and sixth-grade students. Data collection in the study was carried out using questionnaires and tests (pretest and post-test). The data obtained in the study were then analyzed using descriptive qualitative, quantitative, and inferential statistical analysis techniques. The results showed that the product was valid in terms of the aspect of learning content 97% (very good); learning design aspect 96% (very good); learning media aspect 91% (very good); individual trial aspect 96.66% (very good); small group trial aspect 94.77% (very good); aspect of field trials 94.35% (very good). Based on the effectiveness results, interactive multimedia based on problem-based learning in science content subjects showed significant differences in student learning outcomes before and after using interactive multimedia. It shows that problem-based learning-based interactive multimedia in science content subjects are declared feasible for use in the learning process.</p> Adrianus I Wayan Ilia Yuda Sukmana Akmal I Kadek Suartama Copyright (c) 2023 akmal akmal https://creativecommons.org/licenses/by-sa/4.0 2023-06-10 2023-06-10 11 1 195 202 10.23887/jeu.v11i1.58508