Era digital berdampak pada semua aspek kehidupan termasuk dalam pendidikan dan pembelajaran. Pembelajaran berubah dari pola tatap muka menuju ke arah dalam jaringan. Kemudahan dan mobilitas pembelajaran untuk mahasiswa S1 PGPAUD belum didukung oleh sumber belajar yang fleksibel, mudah diakses dan adaptif serta terprogram, sehingga mereka masih tergantung pada kehadiran dosen melalui web meeting dan atau tatap muka. Untuk memecahkan permasalahan tersebut, diperlukan sumber dan program pembelajaran yang efektif dan efisien, serta menarik sehingga mahasiswa dapat belajar secara mandiri maupun kolaboratif secara online. Tujuan penelitian ini adalah untuk mengembangkan e-modul strategi pembelajaran anak usia dini, yang efektif, efisien dan menarik. Metode yang digunakan adalah penelitian dan pengembangan model Borg & Gall. Subyek penelitian ini adalah mahasiswa S1 PGPAUD sejumlah 15 orang untuk uji kelompok kecil dan 40 orang untuk uji kelompok besar. Selain itu melibatkan penguji ahli materi dan desain pembelajaran masing-masing 2 orang. Untuk penguji ahli materi berasal dari dosen S1 PGPAUD dan penguji ahli desain dari dosen jurusan Teknologi Pembelajaran. Metode pengumpulan data dilakukan melalui penyebaran quisener dalam bentuk google form. Analisis data menggunakan teknik prosentase. Simpulan penelitian ini adalah bahwa e-modul ini sangat layak digunakan sebagai salah satu sumber belajar digital pada matakuliah Strategi pembelajaran Anak Usia Dini, karena memenuhi unsur keefektivan, keefisienan, dan kemenarikan.
This study aims to: (1) develop technology-based learning media using PowerPoint in the form of simple motion graphics; (2) Knowing the feasibility of the product developed; (3) Knowing how to increase the ability to understand science concepts for fifth-grade elementary school students using development products; (4) Student response to product development. The data collection instruments used were product feasibility questionnaires, student response questionnaires, and tests. With the analysis of the feasibility questionnaire data using the conversion of the quality score of the development product, and the student response questionnaire using the percentage conversion of the Likert scale questionnaire, and the conversion of qualitative to quantitative data. While the test data analysis technique uses gainscore. The results of the product development feasibility study, obtained a final score of 34.25 (very good) for the content and objectives feasibility component, 34 (good) for the instructional feasibility component, and 57.25 (very good) for the technical feasibility component. The results of the effectiveness of product development on students' ability to understand science concepts obtained a score of 0.66 in the first trial and 0.67 in the second trial with the category of moderate improvement criteria. The results of student responses to product development are very strong with a percentage of 85.72% on the content and objectives component, 84.61% on the instructional component, and 89.23% on the technical component.
One of the alternatives offers to enhance the improvement of learning process is by adopting a game which is known as serious game. The using of serious game in various studies published by leading journals has gradually increased. This increase is also reflected in various fields of research. The purpose of this research is therefore to define the current trends in serious game. The research performed a bibliometric analysis based on the Scopus database. Based on the keywords, the research was able to collect 5,375 documents in further review. Various methods have been used, such as frequency analysis, VOSviewer for data visualization, citation and metrics analysis. This study reports research results using standard bibliometric measures such as publication year, document type, source type, subject area, keyword analysis, geographic distribution, authorship, affiliation and citation analysis. Based on these results, serious game publications have increased significantly since 1984 in recent years. The increasing number of serious game research underlines the importance of serious game for learning.
This study aims to find out the strategies of PAI teachers in teaching moral values, growing awareness of moral values, monitoring students’ behavior, and having preventive and curative efforts against juvenile delinquency in primary schools. Descriptive qualitative method was used in this research. Techniques of data collections were interview, observation, and documentation. The data were analyzed by reducing data, displaying data, and drawing conclusion and verification. The result of this research described that there are two teachers’ strategies in teaching moral values to the primary students, namely lecture and discussion. While, in growing students’ awareness of moral values, teachers gave advices and familiarized the students with school regulations and routine programs. Next, teachers supervised the students directly and provided guidance for deviant behavior. Furthermore, to prevent juvenile delinquency, teachers supervised the students, communicated and collaborated with parents, and made regulations. Last, curative efforts were carried out by giving reward and punishment and facilitating a personal approach to the students.
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