Sejak tahun 2015, pembelajaran di UPI Kampus Tasikmalaya diinisiasi untuk menggunakan pembelajaran online melalui Sistem Pembelajaran Online Terpadu. Pada praktiknya, model pembelajaran yang dapat memadukan pembelajaran online tersebut dengan pembelajaran tatap muka menjadi penting untuk diidentifikasi. Blended Learning Model sebagai model pembelajaran yang dapat memanfaatkan berbagai platform digital dalam menyebarkan konten materi serta menggunakan pembelajaran tatap muka dalam artian praktik baiknya. Berdasarkan studi pendahuluan, diketahui bahwa penggunaan buku dan modul cetak kurang relevan dengan literasi digital mahasiswa. Penelitian ini menggunakan metode 4D, populasi 193 mahasiswa S1 PGSD UPI Kampus Tasikmalaya, dan dilaksanakan selama 8 bulan. Produk yang dikembangkan berupa PDF, inforgrafis, dan video pembelajaran. Ditemukan bahwa penggunaan bahan ajar digital relevan dengan Blended Learning Model. Pengembangan produk ini adalah berupa peningkatan literasi digital mahasiswa S1 PGSD UPI Kampus Tasikmalaya, terutama dalam aspek pemerolehan informasi, menjaga privasi data digital, dan efektivitas interaksi pembelajaran.
This study aims to determine the learning motivation of Physical Education (PE) in elementary school students. This research uses the Descriptive method. The subject of research is elementary school student grade 4 about 9 - 11 years as many as 42 students. The instrument used in this study is Electronic Rubric for Motivation in Physical Education (eRMoPE) with 37 question items. The data analysis technique used is descriptive statistical techniques. The results showed that the students’ motivation in following the PE learning on the average achievement was 63.64%. It is necessary to have an approach or innovation in learning so that it can improve the motivation achievement of students’ physical education.
In this study, a blended learning model was designed for elementary school teacher educations in Universitas Pendidikan Indonesia Kampus Tasikmalaya. Students learned both from internet by using YouTube platform and face-to-face course. YouTube and online learning system that usually used in Universitas Pendidikan Indonesia was chosen for learning platform which can facilitate learning through texts, tests, assignments, and videos that made by lecturer itself. This research aims to determine the effects of face-to-face and blended learning model on the result and the student’s attitudes, opinions and perceptions on blended learning. This study used a combination design of both qualitative and quantitative methods. There were two different groups in this study, face-to-face group and blended learning group. The face-to-face learning group and the blended learning group consisted of 40 and 40 students. The face-to-face group conducted face-to-face lectures as usual for 16 meetings. Meanwhile, the blended learning group conducted lectures in an integrated model both face-to-face as well as online lectures through YouTube platform. The results showed that the blended learning group was more effective than the face-to-face group. The usability of face-to-face learning and blended learning in higher education is addressed in recommendations for future research and practice.
Cikalong Village, Cikalong Subdistrict, Tasikmalaya Regency is one of the villages that has the potential to process natural resources around it. One of the biggest natural potentials is coconut. Coconut is one of the capital for business. One such effort is gulampo as a typical souvenir of Cikalong. Based on that, the team will implement it community service through counseling, training, and guidance for gulampo processors who usually market their production to the Cikalong 3D souvenir shop. The target of PkM output is 1) Increasing knowledge, understanding and skills of gulampo processing including: HR Management, Promotion Management, Business Management, Financial Management 2) Availability of facilities and infrastructure to complete production 3) Physical evidence of product promotion.
Penelitian ini dilatarbelakangi karena siswa kurang memiliki kemandirian dalam belajar akibat pembelajaran daring saat pandemi Covid-19. Tujuan penelitian ini untuk menghasilkan metode roleplay melalui Framework Merdeka Belajar sebagai upaya untuk meningkatkan kemandirian siswa dalam belajar. Penelitian ini dilakukan dengan model pengembangan Reeves yaitu: 1) identifikasi dan analisis masalah oleh peneliti dan praktisi secara kolaboratif; 2) mengembangkan solusi yang didasarkan pada patokan teori, design principle, yang ada dan inovasi teknologi; 3) melakukan proses berulang untuk menguji dan memperbaiki solusi secara praktis; 4) refleksi untuk menghasilkan design principle serta meningkatkan implementasi dari solusi secara praktisi. Teknik pengumpulan data dilakukan dengan cara wawancara dan observasi. Subjek penelitian ini yaitu 2 guru dan 23 siswa kelas III SDN Songgokerto 03, Kota Batu. Simpulan dari penelitian ini menunjukan bahwa metode roleplay melalui framework Merdeka Belajar yang telah dikembangkan valid, praktis, dan dapat digunakan serta mendapatkan respon positif dari guru yang menyatakan pembelajaran dengan mengembangkan metode roleplay melalui framework Merdeka Belajar dapat dipahami oleh siswa serta diterapkan dalam pembelajaran di Sekolah Dasar.
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