This article studies different ways of learning. Behavioral, cognitive, constructivist learning, multiple learning styles, e-learning, and brain-based learning are interrelated with each other and teachers should ensure that all students should be involved in all types of learning styles to get learning outcomes. The Covid-19 pandemic has forced governments around the world to implement policies to limit face-to-face meetings with community activities. This makes community activities carried out virtually. It also happens in the education system, teaching and learning activities which are usually carried out in classes face to face, this time has to use the internet as a learning medium. E-learning environments create lessons interactive. Knowledge is integrated from many different sources when students are learning something. The result of this study by analyzed ways of learning is five learning approaches. The stages of learning approaches are student to be active, engaged in the learning process, increase previous knowledge, explore the situation, and be motivated. Nevertheless, the use of the internet for learning or e-learning also cannot be separated from various deficiency and emerging issues within the higher education context.
The purpose of this research is analyze effectiveness giant educational game media with the theme of scientific-based transportation equipment to improve the motor skills of group B kindergarten children in Kudus. This study uses quasi experimental in the form of nonequivalent control group design. Data sources in this study were teachers and children from group B of Pertiwi Bacin Kindergarten, ABA V Kindergarten, and Nurush Shofa Kindergarten at Kudus, material experts and product experts. Data collection techniques using assessment of observations for children. The instrument is observation sheets. The data analysis technique was carried out in limited trials and extensive trials. It is analysis prerequisite test, and hypothesis testing using t test. The results of the effectiveness test through product trials on the independent Paired Sample t test. Results of t test of 21,189 and a t table of 4,381 or 21,189 > 4,381. Meanwhile N-Gain value of 71 in the effective category. Based on the results of t count > t table and the value of N-Gain, it can be interpreted that the use of giant educational game media learning media with the theme of scientific-based transportation is effectively used to improve the motor skills kindergarten in Kudus. The conclusion is giant educational game media learning media is effective to improve motor skills kindergarten in Kudus.
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