Matematika merupakan ilmu pengetahuan yang perkembangannya dipengaruhi oleh konteks sosial budaya. Oleh karena itu, sangat mungkin pembelajaran matematika dengan mengintegrasikannyadengan budaya. Pengintegrasian ini berupaya untuk meningkatkan mutu atau kualitas pendidikan dalam rangka menghadapi tantangan global, salah satunya dengan melakukan pembelajaran matematika berbasis budaya dengan memanfaatkan teknologi.Potensi teknologi komputer sebagai media pembelajaran dalam meningkatkan kualitas pembelajaran matematika tentang pengenalan bilangan, sehingga perlu adanya pengembangan media pembelajaran game edukasi berbasis budaya dengan menggunakan aplikasi Adobe Flash CS6 Professional. Game edukasi merupakan suatu teknologi yang dapat dimanfaatkan sebagai media pembelajaran inovatif guna menunjang kegiatan belajar mengajar. Sehingga, pemanfaatan game dalam dunia pendidikan merupakan suatu keniscayaan, dimana akan memberikan dampak yang positifdalam proses pembelajaran.Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan media pembelajarangame edukasi berbasis budaya yang dapat digunakan sebagai media pembelajaran alternatif dalammengatasi kesulitan belajar siswa/i PAUD, serta sebagai cara inovatif untuk mengenalkan budaya Indonesia sejak dini. Jenis penelitian ini tergolong penelitian dan pengembangan. Prosedur penelitian dan pengembangan diadaptasi dari Thiagarajan dengan 4D yaitu Define, Design, Development and Dissemination. Teknik pengambilan data menggunakan wawancara, studi dokumentasi dan angket.Media Pembelajaran game edukasi valid dengan rata-rata persentase 83,50%, praktis dengan persentase 88,60%, dan efektif dengan rata-rata persentase 88,23% serta hasil perhitungan sumbangan keberhasilan penggunaan Media Pembelajaran game edukasi pada uji coba sebesar 90,44% (skala kecil) dan 85,19% (skala besar). Selain itu, untuk mengukur efektivitas media tersebut juga dapat dilihat berdasarkan skor pencapaian hasil belajar siswa yang menunjukkan rata-rata di atas KKM 75 (dalam hal ini 7,5). Secara keseluruhan, rata-ratanya di atas 7, meskipun terdapat 2 siswa pada uji coba skala kecil dan 3 siswa pada uji coba skala besar yang mendapat skor di bawah 7.
Public speaking has become an integral part of many professions and is at the center of career development opportunities. Therefore, the change in the education system from offline to online has led to new ideas in the implementation of public speaking learning, namely by using Instagram as a learning medium for collecting assignments intended to introduce or sell English language skills which are usually called Edupreneurship. That way, it is hoped that not only carry out learning and collect assignments but also something is obtained. However, learning still prioritizes output. Therefore, in this study, we refer to the personal branding theory. The purpose of this study is to determine how effective the use of Instagram is as a medium to promote English speaking skills, to find out the followers' responses regarding the skills possessed by English students, and also what was gained from promoting English speaking skills. The subjects in this study were students in the 5th semester. The number of respondents was 25 students. This research was conducted using data collection methods through Google forms. The results showed that Instagram provided effects and benefits to students, most of them stated that: (1) Students felt more confident in speaking English, (2) Students felt an improvement in their abilities, (3) Students felt more enthusiastic about positive comments and motivated by negative comments, (4) Students feel that Instagram is the right medium for promoting English speaking skills, (5) Students get input in the form of work.
The purpose of this research is to reveal whether Moana’s Screenplay by Jared Bush can be considered as an eco-feminism reading or not. To prove this hypothesis, the researcher analyzes Moana’s Screenplay through find out the characteristics of the main character that reflect ecological feminism and reveals the relationship between man, woman, and nature in Moana’s screenplay using eco-feminism perspective. The researcher uses descriptive qualitative methods in analyzing the data. The researcher found that eco-feminism issues were clearly shown in this screenplay. First, the main character in Moana’s Screenplay was not described as a weak woman but she showed the characteristics of leadership, ambitious, and courageous where these characters usually owned by man. She was described as a woman who loved their people and the environment which is a reflection of ecological feminism. Second, the relationship between man and woman was illustrated that male characters dominated woman both verbally and mentally. Third, regarding the relationship between man and nature, it was found that nature was dominated because man saw nature as a resource to meet human needs. Finally, related to the relationship between woman and nature, it was revealed that woman was closer to nature than man so they can live in harmony.
This research is based on the implementation of anime for children's vocabulary mastery by their father’s storytelling. The researcher describes the impact of teaching English using vocabulary through anime reading materials using several vocabulary teaching techniques. The subject of this research is a father who works from home and his son who is studying English, amounting to 10 couples. This methodology has several advantages including classroom action research which consists of planning and taking surveys through online data collection. Data were analyzed with qualitative data. After analyzing, the authors concluded that the learning process using cartoons had good results. This can be seen from the increase in children's vocabulary and increased English language skills. The results were particularly good in the child's increased memory and attractiveness to read. The vocabulary of 85% of children is also increased and 15% can implement a few words in daily conversation. During the teaching and learning process, almost 90% of children feel comfortable, active, and excited. Research has shown that teaching using animated cartoons can increase students' vocabulary mastery.
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