Study on Educational Application of Android Robot SAYA: Field Trial and Evaluation at Elementary School

Author(s):  
Tskuya Hashimoto ◽  
Naoki Kato ◽  
Hiroshi Kobayashi
Vaccines ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 280
Author(s):  
Giuseppe La Torre ◽  
Valeria D’Egidio ◽  
Cristina Sestili ◽  
Rosario Andrea Cocchiara ◽  
Sara Cianfanelli ◽  
...  

Background: Vaccines simulate the first contact with infectious agents and evoke the immunological response without causing the disease and its complications. High rates of immunization among the population guarantee the interruption of the transmission chain of infectious diseases. Therefore, the population should be aware of the value of vaccination and motivated. In order to implement the spread of a correct culture about these issues, schools were recognized as a privileged operational setting. The aim of this project was to transmit knowledge and convey educational messages on the importance of vaccines, through the use of games, in elementary school children, their families and teachers. Materials and Methods: A field trial study was implemented between April and October 2019. Sample size calculations highlighted the need to recruit at least 136 students in the schools. The intervention involved 10 classes (five first grade and five s grade classes) and was structured in frontal teaching sessions and gaming sessions. Knowledge was assessed comparing the results of a questionnaire administered before and after the intervention. The questionnaires referred to the following items: dangerousness of bacteria and viruses; capability of defending from microorganisms; the role of antibodies; functioning of the vaccine in a child; type of disease for which a vaccine is efficacious; duration of a vaccine; mother- child transmission of antibodies; herd immunity. Results: 143 children participated in all the phases of the study. The comparison between the scores at the beginning and end of the intervention showed a significant increase in the knowledge about vaccines and immunity. The mean knowledge score arose from 3.52 (SD = 1.67) to 5.97 (SD = 1.81). Conclusions: This study suggests that the use of games in an elementary school effectively increase the knowledge related to the important topic of vaccination starting at childhood.


2018 ◽  
Vol 8 (1) ◽  
pp. 80-92 ◽  
Author(s):  
Laila Fatmawati ◽  
Rani Dita Pratiwi ◽  
Vera Yuli Erviana

This research aims to describe the development steps and the appropriateness of multicultural education module based on the character of patriotism and nationalism in thematic learning for students in 2nd grade Elementary School. This is a research and development applying Borg and Gall design. The trial was conducted on 10 students of 2nd grade in Muhammadiyah Bodon Elementary School. The data collection techniques in this research were interviews, observations, module feasibility assessments by experts, teachers’ assessment, and questionnaire of learners’ responses. The eligibility of the multicultural education module is shown by the result of the assessment by the validation experts at the time of FGD. The validation by media expert scored of 72, the validation by learning expert scored of 74, and the validation by language expert scored of 60. The limited product trial were conducted in class II A, based on the students' assessment get the mean score of 37.5, while the assessment by the teacher scored 70 , both are very good category. The field trial were conducted in class II B, based on the students' score, obtained 36.94 score, and 76 from the teachers; both are very good category.


Author(s):  
Makiyah Inaya ◽  
Dona Katarina ◽  
Siti Julaeha

Pakaian adat merupakan pakaian tradisional yang masih ada saat ini dan melambangkan kebudayaan atau ciri khas masyarakat setempat, pakaian adat memiliki kekurangan berupa terbatasnya tampilan pakaian adat secara visual sehingga berkurangnya daya tarik masyarakat khususnya peserta didik. Metode penelitian yang dilakukan adalah grounded research yaitu suatu metode penelitian yang mendasarkan diri kepada fakta dan menggunakan Analisa perbandingan yang bertujuan untuk mendapatkan konsep-konsep, membuktikan teori dan mengembangkan teori dimana pengumpulan data dan Analisa data berjalan pada waktu yang bersamaan. Tujuan penelitian ini adalah untuk merancang aplikasi edukasi pakaian adat tradisional indonesia berbasis android yang dilengkapi dengan kuis untuk menjadi sebuah wadah atau tempat untuk berbagi pengetahuan mengenai kebudayaan di Indonesia yang dikemas secara menarik sehingga dapat memunculkan daya tarik bagi masyarakat indonesia khususnya peserta didik sekolah dasar. Hasil penelitian ini menghasilkan aplikasi edukasi pakaian adat tradisional Indonesia berbasis android. Traditional clothing is traditional clothing that still exists today and symbolizes the culture or characteristics of the local community, traditional clothing has disadvantages in the form of limited visual appearance of traditional clothing so that it reduces the attractiveness of the community, especially students. The research method used is grounded research, which is a research method that is based on facts and uses comparative analysis which aims to obtain concepts, prove theories and develop theories where data collection and data analysis are carried out at the same time. The purpose of this research is to design an educational application for traditional Indonesian traditional clothing based on android which is equipped with a quiz to become a place or place to share knowledge about culture in Indonesia which is packaged attractively so that it can create an attraction for Indonesian society, especially elementary school students. The results of this study produce an educational application for traditional Indonesian traditional clothing based on android.


2021 ◽  
Vol 2 (1) ◽  
pp. 25-34
Author(s):  
Farid Ahmadi ◽  
Rochmad Rochmad ◽  
Farida Puput Lestari ◽  
Dewanto Harjunowibowo

The present research focuses on developing mathematics comic as a teaching material that integrates the moral value of discipline and hard work for elementary school students. This character-building comic development method was made based on the ADDIE model, which includes analysis, design, development, implementation, and evaluation. Twenty-nine grade four students were recruited as samples, consisting of a small group of students in the limited trial group and a big group of students in the field trial group. The data collection technique used was a questionnaire. The development of mathematics comic teaching material containing discipline and hard work character-building has successfully resulted in a comic that met the feasibility standards. The field trial showed a significant increase of 0.76 and 0.74 in students’ character development in terms of discipline and hard work, respectively. The results indicate the effectiveness of mathematics comics in instilling Pancasila moral values in elementary mathematics teaching in Indonesia.


2018 ◽  
Vol 7 (2) ◽  
pp. 246-251 ◽  
Author(s):  
N. E. Ntobuo ◽  
A. Arbie ◽  
L. N. Amali

The aim of the study was to develop Gravity comic learning media based on Gorontalo culture for V grade Elementary School students. The type of the research was developmental referring to the design of 4-D model according to Thiagarajan, Semmel, and Semmel (1974) which consisted of 4 stages; define, design, develop and disseminate. The results of this study indicated that the developed gravity comic are valid and could increase students’ responses to learning. This cultural-based comic introduces Gorontalo regional cultures. The percentage of the students’ active participation was 93.27% for limited trial and the average students’ active participation in field trial was 94.94%. The students’ learning result gave 86.75% of classical completeness data for the limited test class, while the field test class obtained an average percentage of 87.37%, and categorized as very good. Therefore, the developed Comic of Gravity materials was declared valid, practical and effective. In sum, it would be useful for science learning process in grade V of Elementary School.


2021 ◽  
Vol 2 (2) ◽  
pp. 264-279
Author(s):  
Yunita Triwiyanti Pribadi ◽  
Dudung Amir Sholeh ◽  
Yetty Auliaty

Student worksheet usually in printed form, while Electronic student worksheet in digital form, so it could be accessed anywhere using the internet network. This study aims to develop and determine suitability of Electronic worksheets on fractional number material in grade 4th. Type of research is R&D using the 4-D Thiagarajan and Sammel model which consists of four step, 1) Define, 2) Design, 3) Develop, 4) Disseminate. The subjects of this research were 4th grade students of SDN Menteng Atas 01 Pagi. Data instruments in the form of observations, interviews, expert review and student response questionnaires. The expert review process is carried out on material, media, and language experts. The average result of the three experts is 86.20% and can be interpreted as "very feasible". The COVID-19 virus pandemic has made the field trial process only using the zoom application, namely with one to one evaluation and small group. The results of each field trial are 83.66% and 88.54%, which means "very feasible". Based on the test result of GEBEKA Electronic student worksheet, it is appropriate to use it as for learning fractional number material in grade 4th Elementary School.


Sign in / Sign up

Export Citation Format

Share Document