The industrial revolution 4.0 has changed the way humans communicate and obtain information. Social interactions occur on social media, like in the real world. A person's attitude and character can be easily assessed through these patterns of social interaction. This research is a semi-systematic review that aims to map and describe various social media-based assessment methods. Data was collected through literature surveys related to affective assessments and studies related to the use of social media in learning and assessment. Data were synthesized with a meta-aggregation synthesis technique. The purpose of this study is to provide a brief overview of the importance of affective assessment, the potential of social media in education, specifically learning and assessment, and present various alternative assessment methods that can be chosen by educators in assessing the affective domain. The results of this study indicate that three theories underlie the use of social media in education, namely sociocultural, distributed cognition, and situated cognition. The benefits that can be obtained from the use of social media in the assessment are flexible, easily repeated, convenient, and easily accessible. Four affective assessment methods can be done through social media, including self-assessment, peer assessment, language pattern analysis, and group assessment. The four assessment methods can be an alternative that can be chosen by the teacher in assessing students using social media.
The background of this research is that the warm-up for sports or physical education is always done by running around the field. The essence of warming up attempts to prepare physiologically and psychologically to be ready for higher activities. This research has made a real contribution to the development of warm-up activities, which were previously carried out by simply running around the field. The purpose of this research is to produce several game models that can be used as an alternative for warming up. The research design uses development research in sequence, problem exploration, design preparation, expert trials, student trials, small-scale trials, large-scale trials. The design was consulted with physical education lecturers and teachers, student trials were conducted on sports coaching education students, small-scale trials were conducted on sports coaching students, large-scale trials were conducted on elementary and junior high school students. Five types of heating were developed, and the achievement of the heating results was measured by pulse. Data were analyzed by descriptive statistics. The results of the study, five game designs were arranged (1,2,3,4 and 5), the results of small-scale trials stated that the pulse had entered the exercise pulse. Tests on students mean that all games have reached the pulse of practice. It was concluded that these five games based on a series of trials were declared feasible and could be used for warm-up activities.
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