The need for technology-based media is vital in the era of 21st-century education. Here, augmented reality media is a medium predicted to provide a more realistic experience successfully and in line with the developmental phase of elementary school students. For this reason, this study aims to analyze the need for augmented reality media development and develop an initial design for augmented reality media development in STEAM learning in elementary schools. This research used the R&D method with two of the four stages of R&D research. These stages are preliminary studies and initial design development. The subjects of this study were seven teachers and 129 students of a public elementary school in East Java, Indonesia. The instruments of this research were questionnaires and interviews. Data analysis used descriptive statistics and interpretive analysis. The results of this study revealed that teachers and students needed media that can represent material in-depth, increase interest and motivation, and provide experiences, such as STEAM-based augmented reality learning media. Meanwhile, the initial design development results of STEAM-based augmented reality learning media were in the form of six types of designs, containing Batik, Wayang (puppet), Gamelan, Borobudur Temple, Kereta Kencana (golden chariot), and Keris.
<p><em>Pembelajaran inovatif yang bersifat konstruktivisme serta mengarah pada pembelajaran yang bermakna, menjembatani interaksi guru dan peserta didik merupakan konsekuensi logis dari efek lompatan teknologi digital dan teknologi informasi yang menghasilkan akses serba cepat di era disrupsi. Aksara Jawa adalah bagian dari kebudayaan lokal yang harus dilestarikan di era disrupsi sebagai salah satu kekayaan budaya lokal yang sarat dengan nilai-nilai dan ajaran moral. Implementasi model dan media pembelajaran inovatif merupakan salah satu upaya upaya pelestarian kebudayaan lokal yang berupa aksara Jawa di ranah pendidikan dasar. Penelitian yang dilakukan di dua sekolah dasar dengan menggunakan model dan media pembelajaran inovatif menghasilkan peningkatan ketrampilan membaca dan menulis aksara Jawa. Penelitian yang dilakukan di SD Negeri 1 Boyolali pada uji pratindakan diperoleh hasil rata-rata kelas 50,75 dengan ketuntasan klasikal 12,50%. Pada siklus I nilai rata-rata kelas meningkat menjadi 68,09 dengan ketuntasan klasikal 56,25%, dan pada siklus II nilai rata-rata kelas meningkat menjadi 79,14 dengan ketuntasan klasikal 87,50%. Dapat disimpulkan bahwa penggunaan media Pop Up Book dapat meningkatkan keterampilan membaca aksara Jawa pada siswa kelas IV SD Negeri 1 Boyolali. Dengan tindakan yang sama, penelitian di kelas VA SD Muhammadiyah Wonogiri mendapat nilai rata-rata 27,04 dengan ketuntasan klasikal 19,23% pada uji pratindakan, siklus I rata-rata 68,21 dengan ketuntasan klasikal 70,83%, siklus II nilai rata-rata 81,25 dengan ketuntasan klasikal 91,67% sehingga didapat kesimpulan bahwa model pembelajaran make a match dapat meningkatkan ketrampilan menulis aksara Jawa siswa kelas VA SD Muhammadiyah Wonogiri. Dari dua penelitian tersebut dapat disimpulkan bahwa model dan media pembelajaran inovatif dapat meningkatkan ketrampilan membaca dan menulis aksara Jawa di era disrupsi. </em></p>
Penyebaran Islam di Jawa menggunakan berbagai cara ataupun metode dakwah penyebaran Islam. Salah satu sarana pendukung penyebaran Islam di Pulau Jawa adalah gamelan Sekaten. Perangkat gamelan ini merupakan perangkat gamelan yang dibunyikan untuk memperingati kelahiran Nabi Muhammad SAW, dibunyikan selama satu minggu di Bangsal Pagongan depan Masjid Agung Surakarta.Sebelum orang Jawa mengenal dan memeluk agama Islam, masyarakat Jawa telah memeluk agama Hindu dan Budha. Kondisi sosial psikologis masyarakat Jawa semacam itu rupanya menjadi hambatan para wali untuk menyebarkan agama Islam. Pada akhirnya Sunan Kalijaga mengusulkan agar menggunakan gamelan sebagai daya tarik awal bagi penyebaran agama Islam. Gamelan Sekaten yang digunakan sebagai sarana penyebaran agama Islam di Jawa diduga kuat memiliki nilai-nilai atau unsur-unsur Islam dalam perangkat tersebut.Setting masyarakat Jawa pada saat itu masih memiliki keyakinan yang sangat kuat terhadap agama Hindu dan Budha sehingga diperlukan alat bantu dalam hal ini gamelan Sekaten untuk memudahkan para wali menyebarkan agama Islam. Strategi dakwah dengan menggunakan gamelan Sekaten ternyata sangat menarik dan efektif untuk mengumpulkan orang. Diawali dengan ketertarikan terhadap bunyi gamelan Sekaten akhirnya masyarakat Jawa mengenal dan akhirnya memeluk Islam sebagai keyakinan. ProsesIslamisasi seperti itu selanjutnya disebutsebagai dakwah dengan menggunakan pendekatan kultural.Kata kunci: gamelan, sekaten, Islam, Jawa The spreading of Islamic faith in Java uses many ways or methods to propagate Islamic faith. One of the medium which is support the spreading of Islam in Java is ‘Gamelan Sekaten’. It is kind of an ensemble which is played on the occasion of Muhammad’s birthday and played as long as 1 week in ‘Bangsal Pagongan’ in front of the Great Mosque Surakarta. Before Javanese people knowing and converting into Islamic faith, Javanese people have been converted into Hindu Buddhist faith. This psychological social condition of Javanese people becomes the obstacle for the nine muslim saints, Wali Sanga, to spread Islamic faith. Sunan Kalijaga suggested using ‘gamelan’ as the attractiveness of spreading Islam. The ‘Gamelan Sekaten’ which is used as a medium of spreading Islam in Java strongly assumed that this medium has value or element of Islam. The setting of Javanese people in that time still had a strong faith toward Hindu Buddhist faith, so it required a tool, in this case is a ‘gamelan sekaten’, to facilitate the nine muslim saints in spreading Islamic Faith.This religious proselytizing strategy which is use ‘gamelan sekaten’ as a medium appears to be very interesting effective to gather people. Begins with feel interest to ‘gameln sekaten’, finally, Javanese people know and convert into Islam as their faith. This Islamization process, called as religious proselytizing using cultural approach.Key words: ‘Gamelan Sekaten’. Spreading of Islamic Faith, Cultural Approach
Biotechnology is a concept that combines biology and technology. The concept of Biotechnology in this research is divided into 4 based on the Rainbow Code of Biotechnology (RCB). This research aimed to measure the concept of biotechnology using a Two-Tier Multiple Test (TTMC). This research consists of two methods, namely qualitative and quantitative methods. TTMC was developed using a procedure defined by Borg and Gall. TTMC consists of 20 questions and tested to 137 students to collect data. Based on the research findings, it can be concluded that TTMC assessment instruments developed is feasible and meets the criteria as a good question with the content validity (CV) of 1.00, an average score of the reliability test of 0.92 of a very high category, the level of difficulty of 79.2% with a moderate category and 16.7% with a difficult category, and the discriminating power of 18.7% with a very good category and 39.6% with a good category. The TTMC instrument developed for measuring biotechnology material is sufficient to measure understanding of biotechnology with 41.6% of consistency. The research results show that the two-tier tests are effective in determining the students' conceptual understanding of biotechnology and can also be used as an alternative for evaluating student learning outcomes.
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