2021
DOI: 10.31316/esjurnal.v8i1.1103
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Pengembangan Model Pembelajaran Nobangan Berbasis Permainan Tradisional Suku Kaili Terhadap Nilai Keaktifan Siswa Kelas Iv Sekolah Dasar

Abstract: The purpose of this study was to develop the Nobangan learning model on students' activeness values and to find out the validity and practicality of the Nobangan learning model. This type of research is research and development. The research consisted of 3 phases, namely: 1) Initial research phase, 2) Development phase, 3) Validity phase. In this study, there are two types of data, namely quantitative and qualitative. Quantitative data are in the form of validation and practicality questionnaires, while qualit… Show more

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Cited by 3 publications
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“…The ma'boy game is one of the traditional Sulawesi games that can be used to train students' ability to describe a problem and provide reasons based on concrete evidence (Asfar & Asfar, 2020) Learning models that link to traditional games can increase the value of student activity in culture-based Nobangan learning (A. Thalib & Maulinda, 2021). Traditional games of South Sumatra are used as a medium for introduction and as one of the solutions for preserving traditional games in South Sumatra (Taroreh & Satria, 2020).…”
Section: Literature Reviewsmentioning
confidence: 99%
“…The ma'boy game is one of the traditional Sulawesi games that can be used to train students' ability to describe a problem and provide reasons based on concrete evidence (Asfar & Asfar, 2020) Learning models that link to traditional games can increase the value of student activity in culture-based Nobangan learning (A. Thalib & Maulinda, 2021). Traditional games of South Sumatra are used as a medium for introduction and as one of the solutions for preserving traditional games in South Sumatra (Taroreh & Satria, 2020).…”
Section: Literature Reviewsmentioning
confidence: 99%
“…Model pembelajaran yang menarik bagi peserta didik adalah melalui permainan Permainan dapat menjadi pilihan guru untuk menarik perhatian peserta didik (Nurmalita et al, 2020;Sebila et al, 2020). Permainan dapat berfungsi memberikan pencerahan saat mengalami kejenuhan, menanamkan materi dalam ingatan menjadi lebih lama, dan juga dapat berfungsi sebagai penguat dalam membuat kesimpulan diakhir pertemuan (Mardati & Wangid, 2015;Thalib & Maulinda, 2021). Penggunaan permainan, kelas akan menjadi lebih hidup, suasana belajar penuh ceria, semangat (Apriyanti, 2020;Nurfajriah et al, 2021;Wiguna et al, 2020).…”
Section: Pendahuluanunclassified