Effects of computer-based modeling learning activities on elementary school students' modeling practices

Author(s):  
Yingchieh Lin ◽  
Mengping Tsuei
2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2021 ◽  
Vol 22 (1) ◽  
pp. 20-32
Author(s):  
Rahmani Rahmani ◽  
Maulidar Maulidar ◽  
Ali Mustadi ◽  
Anwar Senen

Teaching materials are one of the important components needed in the learning process. With the appropriate teaching materials, it is hoped that it can help the smooth running of learning activities. Science is a compulsory subject for elementary school students. Science contains all things related to nature. Teaching materials that have been used in learning activities are teaching materials made by the government. The purpose of this study was to determine the needs of students for context-based teaching materials and creativity to improve the scientific literacy of elementary school students. The research subjects were students from several elementary schools in Peukan Bada District, 25 students were used as the source of interview data. Data were collected using interviews and open questionnaires for students. The research data were analyzed descriptively qualitatively. Based on the research data, it can be concluded that it is necessary to develop context-based teaching materials and creativity. Context and creativity-based teaching materials were chosen because they can facilitate students to learn, both with educators and independently. Context-based teaching materials and creativity are teaching materials that are packaged in a comprehensive and schematic manner. This study is also part of a study on the development of teaching materials on the topic of human and animal organism.


2021 ◽  
Vol 6 (2) ◽  
pp. 391-400
Author(s):  
Umar M Sadjim ◽  
Ridwan Jusuf

This study aimed to assess local knowledge as one of the character formation values of Islamic elementary school students through Heutagogy and Cybergogy learning approach. The writers employed a qualitative method with a post-positivism interpretive phenomenology approach. The research subjects were the fourth, fifth, and sixth-grade teachers and students of SD (Elementary School) in Ternate. The writers collected the data through interviews, observation, and documentation and then analyzed the data using phenomenological data analysis. The results showed that the school applied Heutagogy and Cybergogy approaches in learning activities through online learning instructions combined with local wisdom. The values of local wisdom that supported the formation of student characters were tabea (respecting teachers and elders), dodara ngofa (a sense of love and affection with others), and fohaka biasa toma dodoto madaha (providing an example of habituation in education). These three dominant values formed the student characters.


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):  
Kharisma Aprilia Ekawati

<p><em>Educators must be able to adapt learning activities to any circumstances. Including in a pandemic situation like this, educators must be able to arrange fun online learning for students. The objectives of this study are (1) to describe the Covid-19 pandemic (2) to describe the concept of online learning (3) the objectives and benefits of online learning (4) the advantages and disadvantages of online learning (5) the barriers to online learning (6) the impact of online learning on students. The results of this study are the implementation of online learning for elementary school students can run well if there is cooperation between teachers, students and parents. Online learning has many challenges and obstacles that can be overcome with good cooperation between teachers and parents, an agreement is established on the learning method to be used. As a professional teacher, you must be able to arrange online learning that is fun and not boring.</em></p>


Author(s):  
Siti Sholiha Nurfaidah

Rapid technological and information developments have impacted changes in various lines of life. The big impact that arises from the changes that occur is the decline in the values of the nation's character. The problem solving effort is by providing guidance in improving the ability of educators in shaping the values of the national character of elementary school students. The targets in this activity are the Teacher Working Group (KKG) in SD PBI and KKG in SDN 208 Luginasari. The method used in the form of organizing seminars and workshops on the role of teachers in building national character values to elementary school students. The activity was carried out quite well. Teachers are given debriefing and skills to carry out learning activities that contain character education through traditional game intermediaries. Suggestions for the achievement of the objectives of this activity is that assistance is still needed for the teacher so that the teachers can consistently transform their knowledge and skills in the path that we all expect.


2020 ◽  
Vol 4 (2) ◽  
pp. 134-144
Author(s):  
Ayi Solihat ◽  
Nana Hendracipta ◽  
Rina Yuliana

Abstract: Books as a medium of literacy are presented normally, making students less interested. Developing puppet media needs to be done. This research aims to develop Puppet Book media. This research method, R&D with Borg and Gall research design. The results of the study were in the form of a one-horned rhinoceros puppet learning media complete with books and audio attached to the puppets. The results of the validation of media experts (average value 90.285%), linguists (average value 99.167%), material experts (average value 92.105%). The results of validation (media, language, material) with a very decent category. The results of the questionnaire responses of students in field trials showed 96.41% with very good criteria. Based on these results, the final product in the form of a puppet book based on multiliteration learning is suitable for the learning activities of fourth grade elementary school students. Abstrak: Buku sebagai media literasi yang disajikan biasa, membuat peserta didik kurang tertarik. Pengembangkan media puppet perlu dilakukan. Penelitian ini bertujuan untuk mengembangkan media Puppet Book. Metode penelitian ini, R&D dengan desain penelitian Borg and Gall. Hasil penelitian berupa media pembelajaran puppet badak bercula satu yang dilengkapi buku serta audio yang terpasang pada puppet. Hasil validasi ahli media (nilai rata- rata 90,285%), ahli bahasa (nilai rata- rata 99,167%), ahli materi (nilai rata- rata 92,105%). Hasil validasi (media, bahasa, materi) dengan kategori sangat layak. Hasil angket respon siswa pada uji coba lapangan menunjukan 96,41% dengan kriteria sangat baik. Berdasarkan hasil tersebut, produk akhir berupa puppet book berbasis pembelajaran multiliterasi layak digunakan untuk kegiatan belajar siswa kelas IV SD.


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