This research is a continuation of the campaign activity "Pancasila Harga Mati" which was carried out by several community social institutions in 2012. The activities carried out were focus group discussions, designing and publishing the Pancasila graphic essay book, a workshop attended by 18 teenagers from various cities and a photo exhibition at the Antara Journalistic Photo Gallery. In March 2018, an activity was held for 3 days, involving 45 people from various organizations. A snakes and ladders game "Save Garuda" was played. This inspired the using of snakes and ladders game as a learning medium to socialize Pancasila. Then the researchers created "Designing the Pancasila Boardgame" which was later developed as a prototype of the Pancasila ladder design. The research conducted was the applied product category which produced the prototype of the Pancasila ladder to be implemented as a learning medium. It is a multidisciplinary study, combining the fields of design and educational psychology. The research methods are interviews, observation and experimental. Based on the simulations carried out the participants were enthusiastic and received a positive response and several suggestions for improvement.
Indonesia is known as a nation of culture and values. However, the development of the times has led Indonesians to a shift in native cultural values that were once highly valued. Thus, learning about the character is necessary in order to restore the values that become the nation's identity. However, existing theoretical character learning bores students and makes students feel less interested in learning about character. Therefore, practical learning methods need to be interesting, one of which is STEAM-based coding. We started with the teachers' training. Training is given to early childhood education teachers, kindergarten, and elementary schools of the 15 selected schools. Training is carried out from December 2020 to June 2021. This training is conducted four times in harmony with four subjects adopted by Yayasan Amal Bhakti Ibu Indonesia (YABII); there are peace, harmony between religiosity, ethnic groups, and social strata, helping one another, and love of the country. Training includes exposure theory combined with the coding game by Rumah Edukasi, and assignment for participants. These activities gave participants new insights into a new way to develop the character building of Indonesian children.Bangsa Indonesia dikenal sebagai bangsa yang berbudaya dan memiliki nilai-nilai luhur. Namun, perkembangan zaman telah membawa masyarakat Indonesia kepada pergeseran nilai-nilai budaya asli yang dulu sangat dijunjung tinggi. Dengan demikian, perlu adanya pembelajaran karakter untuk mengembalikan nilai-nilai yang menjadi identitas bangsa. Pembelajaran karakter dengan metode teoritis membuat siswa bosan dan kurang berminat untuk belajar. Oleh karena itu, perlu metode praktis yang menarik minat belajar siswa, salah satunya adalah metode coding berbasis STEAM. Pelatihan diberikan kepada guru-guru PAUD, TK, hingga SD dari 15 sekolah yang terpilih secara daring. Pelatihan dilaksanakan pada periode Desember 2020 hingga Juni 2021. Pelatihan ini dilaksanakan sebanyak 4 kali sesuai dengan 4 tema yang diusung oleh YABII yakni perdamaian, kerukunan antar umat beragama, suku, dan lapisan sosial, tolong menolong, serta cinta tanah air. Pelatihan meliputi pemaparan teori yang digabungkan dengan permainan coding oleh Rumah Edukasi, dan penugasan bagi para peserta. Kegiatan ini memberikan wawasan baru kepada para peserta mengenai cara baru mengembangkan pendidikan karakter anak bangsa.
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