This study aims to examine the effect of Google Jamboard as virtual whiteboard on early childhood learning motivation during online learning. The type of research used is quantitative research that using experimental methods. There is also the type of research experimental method used is One-Group Pretest-Postest Design. One-Group Pretest-Postest Design is an experiment carried out in only one group without a comparison group. The sample in this study were students of class B1 at Harapan Bunda Kindergarten, totaling 20 people. The data collection technique used an observation sheet containing indicators of learning motivation. Hypothesis testing using Paired Sample T-test. Based on the results of data analysis, it was found that the virtual whiteboard google jamboard had an effect on increasing the learning motivation of Harapan Bunda Kindergarten students and the effect was on the strong effect criteria.
Seberang Kota Jambi atau sering dikenal dengan Sekoja, berada di sebelah utara Kota jambi yang dipisahkan oleh sungai Batanghari. Jika kita ingin melihat wajah Kota Jambi yang sebenarnya maka pergi lah ke Sekoja. Banyak hal yang menarik dan berbeda disajikan oleh Sekoja, mulai dari keindahan panorama, keunikan adat budaya, kearifan lokal masyarakat, hingga peninggalan sejarah dan pusat studi agama islam. Dengan banyaknya potensi yang dimiliki Sekoja, besar harapan Sekoja dapat menjadi destinasi wisata religi dan budaya Melayu. Potensi-potensi wisata di Sekoja masih banyak belum diketahui oleh masyarakat luas. Dikarenakan kurang lengkapnya informasi wisata yang ada. Digitalisasi wisata religi dan budaya Melayu Jambi Kota Seberang melalui aplikasi “Elok Sekoja” merupakan solusi yang tepat untuk mengoptimalkan promosi wisata. Dalam mengembangkan aplikasi ini menggunakan metode prototype yang merupakan proses iteratif dengan siklus yang melibatkan 3 fase yaitu Mendengarkan pelanggan (Listen to customer), merancang dan membuat prototype (build / revise mock-up), dan uji coba (customer test drives mock-up). Penelitian ini membutuhkan dua iterasi prototype: iterasi pertama menghasilkan prototype awal yang telah memenuhi seluruh kebutuhan fungsional; iterasi kedua menyempurnakan prototype awal dengan menambah fitur rating tempat wisata sesuai dengan masukan pengguna. Hasil pengujian Black Box aplikasi menunjukkan bahwa seluruh fitur telah berfungsi dengan baik.
Fairy tales based on folklore are the right media to raise awareness of moral values. However, practically, it is often found that students are not interested in this kind of learning activity. The lack of interest in participating the learning activities can be caused by the learning media used by the teacher that is not attractive enough. This study developed and tested the feasibility and the effectiveness of an Android-based Orang Kayo Hitam Jambi folklore educational game. This study used the research and development method with the 4D model consisting of defining, designing, developing, and disseminating. The result of this study shows that the product feasibility assessment score through product validation from media experts was 3.8 (very feasible) and from material experts was 3.85 (very feasible). The effectiveness of this android-based Orang Kayo Hitam Jambi folklore educational game was tested through the hypothesis. The type of experimental research method used is One-Group Pretest-Postest Design in which the experiment is carried out in one group without a comparison group. The sample of this study were 30 students at Al-Falah Kindergarten. The result of the sig.(2-tailed) effectiveness test shows that the android-based Orang Kayo Hitam Jambi folklore educational game increases students' motivation in the learning process.
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