Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students

2019 ◽  
Vol 132 ◽  
pp. 63-75 ◽  
Author(s):  
Yu-chu Yeh ◽  
Han-Lin Chang ◽  
Szu-Yu Chen
2018 ◽  
Vol 1 (02) ◽  
Author(s):  
Nurhayati Malau ◽  
Lusia Novita Sari Situmeang ◽  
Novita Marlina Damanik ◽  
Indriani Pasaribu ◽  
Imelda Imelda

Pengabdian Kepada Masyarakat ini merupakan Program Kreativitas Mahasiswa Pengabdian Kepada Masyarakat (PKMM) yang didanai kemenristekdikti tahun 2018. Khalayak sasaran dari pengabdian ini adalah siswa-siswi kelas 5 dan 6 SD Negeri 056035 Kecamatan Besitang. Kegiatan pembelajaran berbasis permainan tradisional di kelas telah dilaksanakan pada tanggal 2 juli 2018 hingga 28 juli 2018 yang diikuti oleh 20 peserta siswa/siswi SD. Dari hasil evaluasi diperoleh hasil dan manfaat dari kegiatan pengabdian ini diantaranya adalah membantu pihak SD Negeri 056035 Kecamatan Besitang dalam menumbuhkan minat siswa terhadap pelajaran matematika, membantu siswa untuk tertarik terhadap matematika sehingga dapat menumbuhkan kemampuan matematikanya dan meningkatkan kreatifitas siswa dalam bidang Matematika. Hasil dari pelaksanaan PKM menunjukkan bahwa proses pembelajaran dengan berbasis permainan tradisional berjalan dengan baik dan siswa mampu menggunakan permainan tradisional dalam proses pembelajaran.Kata kunci : Permainan Tradisional, Matematika, Siswa SDThis Community Service is a Community Service Student Creativity Program (PKMM) funded by Kemenristekdikti in 2018. The target audience of this service is the 5th and 6th grade students of 056035 State Elementary School in Besitang District. Traditional game-based learning activities in the classroom have been held on July 2 2018 to July 28 2018 attended by 20 elementary school students. From the results of the evaluation, the results and benefits of this service were obtained, including helping 056035 Public Elementary School in Besitang District to foster students 'interest in mathematics, helping students to be interested in mathematics so that they can develop their mathematical abilities and increase students' creativity in Mathematics. The results of the PKM implementation show that the learning process based on traditional games runs well and students are able to use traditional games in the learning process.Keywords: Traditional Games, Mathematics, Elementary Students 


Author(s):  
Yuh-Ming Cheng ◽  
Shi-Jer Lou ◽  
Sheng-Huang Kuo ◽  
Ru-Chu Shih

<p class="Abstract">In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based learning (DGBL) to environmental education. A total of 32 fourth graders in an elementary school participated in a seven-week DGBL teaching experiment. After the experimental teaching session, a survey concerning "perceived ease of use", "perceived usefulness", and "user intentions" was conducted. The results show that the DGBL system is suitable for both genders at all levels of experience. In addition, the 4th grade students' "perceived ease of use", "perceived usefulness", "attitudes toward use", and "intention to use" reveal a high degree of positive and significant correlations. Furthermore, a path analysis verifies that DGBL acceptance will be directly influenced by a learner's "attitude toward use" and "perceived usefulness." Finally, when designing DGBL for 4th graders, the rich learning content and ease of use should be taken into account because they significantly contribute to a learner's intention to use the system, which may result in greater learning effectiveness.</p>


Mindfulness ◽  
2015 ◽  
Vol 7 (1) ◽  
pp. 59-67 ◽  
Author(s):  
Laura S. Bakosh ◽  
Renee M. Snow ◽  
Jutta M. Tobias ◽  
Janice L. Houlihan ◽  
Celestina Barbosa-Leiker

Author(s):  
Dee Jean Ong

Ferret Foodie is an improved version of the Food Mission nutritional card game for elementary school students in Thailand. The design of this card game is very colorful, attractive and appealing to the elementary school students. The game can be played in six different variations with the varying degrees of challenges. Three postgraduate students test-played and validated the card game playability. Two elementary school teachers from a private elementary school in Nakhon Pathom Province, Thailand, validated the content and playability of the card game. 142 six graders then participated in the study. Classroom observations and interviews were recorded and transcribed verbatim. A simple questionnaire was administered to the students to gage their response towards the Ferret Foodie card game. The results show that the postgraduate students felt that the Ferret Food card game was age appropriate and was a good way to encourage the students to use simple English language. The elementary school science teachers became more confident in using card games in the classroom. The Ferret Foodie card game has to some extent helped the students to acquire new vocabulary, read and spell simple words, ask and answer simple questions in English. This article further discusses the implementation of Ferret Foodie card game in the classroom. It also recommends some guidelines for the teachers on how to use game-based learning in teaching new vocabulary to elementary school students.


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