Online learning is the key to the implementation of learning in the Covid 19 pandemic and the New Normal era. The purpose of this study was to determine the effectiveness of the e-learning course on subjects ‘Learn and Learning’ with Moodle-based for prospective teachers in Indonesia. This research was conducted using the Berg and Gail development method. The development instruments were validated by experts, and further product development was carried out in an integrated and simultaneous manner by the Higher Education Research Consortium Team (KRUPT) from Padang State University, Malang State University, Jakarta State University, Medan State University and Surabaya State University. This product is declared valid by the Expert, both in content, design and IT. Tests were limited during the Covid 19 pandemic and data collection was carried out online. Data collected in the form of an online questionnaire to student respondents (n = 40). Based on respondent questionnaire data, this product was declared to be very suitable for online learning, reaching 3.967 which indicated the highly acceptance level. Based on this research, it was concluded that e-learning products for subjects with learning and learning subjects could be widely used in the Educational Personnel Education Institution in Indonesia.
Learning in the industrial revolution era 4.0 and the Covid 19 pandemic period shifted towards digital and online learning. This research aims to analyze the Basic Educational Course (MKDK) elearning product for Student Development that was developed. The method used is mixed method research, qualitative and quantitative mixture. The development of e-learning products uses the Borg and Gall method, while validity and practicality are carried out by questionnaire analysis to respondents online. The instruments for product development and testing have been declared valid by Expert, both in content, design and IT. Based on data from respondents (n = 40), MKDK e-learning products have a high acceptability (3.84) and are appropriate to use. From the aspect of e-learning that was examined, the material portion or content substance had the highest yield, 4,215. Meanwhile, the evaluation aspect received the lowest score, which was 3,588. Based on this research, it was concluded that e-learning products for subjects with learning and learning subjects could be widely used in the Educational Institution (LPTK) in Indonesia.
Learning in the Industrial Revolution Era 4.0 has shifted the role of learning teachers to confirm teachers. This research aims to analyze the acceptability of e-learning products in Educational Basic Courses (MKDK) of Education Professions for students at the Educational Institution (LPTK) in Indonesia. In this study conducted by the Borg and Gall development method, and the testing process is carried out online. Analysis of product feasibility using online questionnaires to 40 respondents. The result is an instrument of development declared valid by experts, both in substance material, learning design and information technology (IT). Based on the questionnaire score analysis, e-learning products have a high acceptance score, which is 3.88. This figure means that MKDK e-learning products in the Educational Profession have high feasibility, so they can be implemented for online lectures for LPTK students in Indonesia.
STEAM-based learning is a global issue in early-childhood education practice. STEAM content becomes an integrative thematic approach as the main pillar of learning in kindergarten. This study aims to develop a conceptual and practical approach in the implementation of children's education by applying a modification from STEAM Learning to R-SLAMET. The research used a qualitative case study method with data collection through focus group discussions (FGD), involving early-childhood educator's research participants (n = 35), interviews, observation, document analysis such as videos, photos and portfolios. The study found several ideal categories through the use of narrative data analysis techniques. The findings show that educators gain an understanding of the change in learning orientation from competency indicators to play-based learning. Developing thematic play activities into continuum playing scenarios. STEAM learning content modification (Science, Technology, Engineering, Art and Math) to R-SLAMETS content (Religion, Science, Literacy, Art, Math, Engineering, Technology and Social study) in daily class activity. Children activities with R-SLAMETS content can be developed based on an integrative learning flow that empowers loose part media with local materials learning resources. Keyword: STEAM to R-SLAMETS, Early Childhood Education, Integrative Thematic Learning References Ali, E., Kaitlyn M, C., Hussain, A., & Akhtar, Z. (2018). the Effects of Play-Based Learning on Early Childhood Education and Development. Journal of Evolution of Medical and Dental Sciences, 7(43), 4682–4685. https://doi.org/10.14260/jemds/2018/1044 Ata Aktürk, A., & Demircan, O. (2017). A Review of Studies on STEM and STEAM Education in Early Childhood. Journal of Kırşehir Education Faculty, 18(2), 757–776. Azizah, W. A., Sarwi, S., & Ellianawati, E. (2020). 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