The study aimed at developing a prototype digital game e-CALF (electronic version of Contextual Attractive Logical and Fun) as self-directed learning media for elementary school students. The research was conducted in SD Lab Singaraja in which the subjects of the study were one class representative in each grade of the students. The design of this research was adapted from ADDIE Model. The data was gained by using interview guide, observation sheet, questionnaire and expert judgment rubric. Since it was found that almost 90% of students in SD Lab Undiksha have their own smartphone, it is a need to design digital media which can facilitate them doing self-directed learning at home. As the result, e-CALF is designed, developed, and revised and at the end of this study, the e-CALF can be categorized as an excellent media. The score of the material given by the first, second, and third judges are 110, 110.5, and 111. Those scores are in a range of X ≥ 103.5 which is categorized as an excellent content. From media expert, the accumulation score gained is 148. The score is in a range of X ≥ 139.5 which is also categorized as an excellent media.
e-CALF facilitates digital natives to learn in their way. The researcher of this study used descriptive qualitative design to investigate the implementation of e-CALF in the school setting by finding six students' experiences, challenges, and responses in playing the game. It also found out how the implementation of e-CALF promotes self-regulated learning (SRL). Recording and interviewing were conducted to collect the data. As a result, playing with e-CALF is very fun for the students. e-CALF can increase their vocabulary and their desire to read English. In promoting students' SRL, e-CALF was an ideal environment to give the students a significant degree of autonomy over their actions. This autonomy included the freedom to determine their topic to be played, strategy to finish the game, and reflection on the progress and achievement. They could also set when, where, and how they play with and learn from the game.
Pembelajaran jarak jauh atau online learning mudah dilakukan mengingat kemajuan teknologi di era sekarang ini dengan berbagai aplikasi yang memungkinkan pembelajaran tatap muka atau nontatap muka. Namun, yang menjadi kendala adalah kreativitas guru dalam memanfaatkan teknologi yang ada. Penelitian ini bertujuan untuk menganalisis penilaian guru terhadap kreativitasnya dan bagaimana mereka mengimplementasikan kreativitas tersebut pada konteks pembelajaran dalam jaringan. Penelitian saat ini adalah penelitian embedded mix-method yang menggunakan kuesioner self-rated, lembar observasi pembelajaran jarak jauh, dan wawancara mendalam sebagai instrumen. Subjek penelitian yaitu guru mata pelajaran Bahasa Inggris. Metode yang digunakan untuk mengumpulkan data yaitu observasi, wawancara, dan kuesioner. Instrumen yang digunakan untuk mengumpulkan data yaitu kuesioner. Dalam penelitian ini, data kualitatif lebih dominan dibandingkan data kuantitatif QUAL (Quan). Teknik yang digunakan untuk menganalisis data yaitu analisis deskriptif kualitatif dan kuantitatif. Hasil penelitian yaitu pertama, guru menilai dirinya kreatif dalam melaksanakan pembelajaran jarak jauh atau pembelajaran daring. Kedua, kreativitas guru diobservasi dan dinilai kurang. Ketiga, terdapat kesenjangan antara penilaian diri dan hasil observasi terhadap kreativitas guru, yaitu pada satu sisi guru menilai diri mereka kreatif, namun pada sisi lain, kreativitas mereka masih dinilai kurang berdasarkan observasi.
As literature is argued to bring positive character values while being an entertaining medium for learning character education, the present study analyzed the five core values of character education in The Secret Life of Bees (2001). The study focused on the characterization of Lily Owens as the main character in representing good and evil characters in children. Descriptive qualitative was used to analyze the representation of character values using the Indonesian Ministry of Education and Culture's recommendation of five core values of character education as theoretical perspectives. The research revealed that Lily Owens' characterization represented all five core values recommended by the Ministry, although with different degrees of dynamics. Religious and independent values are presented as Lily's characters since the beginning of the novel, but nationalistic and cooperative value gradually developed along the conflicts that marks the raising actions of the plot. Integrity emerged late in the plot, yet it becale the key that unlock the mystery of Lily's mother. The completion of the five core values in Lily Owen's personality determined whether Lily Owens achieve the main goal at the climax of the plot. Thus, by reflecting on the core values exhibited through Lily Owens' character development, the novel illuminates how young adults can develop strong core values through life experience.
The aims of this study are to investigate and examine the implementation of character education and the dimensions of characters taught at Pasraman Budi Pekerti in Kemenuh Village. The type of this study is qualitative research. The participants who were targeted to be educated at the Pasraman were teenagers from the village aged between 15 -15 years. Village leaders from Kemenuh, who were actively involved in the implementation of the Pasraman served as research subjects. Yoga Asanas, ethics based on Hindu teachings, Nyastra, Dharma Gita, Mesatua, male and female skills, Tirtayatra, Ngayah, and community service were among the programs utilized at the Pasraman education. The basic principles of Tri Hita Karana, which include harmony with God, harmony with other people, and harmony with the environment, were the foundational ideals used in character education at the Pasraman. Religion, nationalism, integrity, mutual cooperation, and independence were the qualities of character that were taught. The participants' character, according to the teachers, was in the "very good" category.
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