Development of Robot Teaching Materials to Encourage Computational Thinking for Kindergarten and Elementary School Students

Author(s):  
Kazuo KAWADA ◽  
Katsuya OKAMOTO
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.


2019 ◽  
Vol 10 (2) ◽  
Author(s):  
Nyai Cintang

Factual conditions require the development of teaching materials in thematic learning using a scientific approach to improve the available teaching materials. This study aims to: 1) examine the factual conditions for the use of teaching materials in thematic learning in the 2013 curriculum; 2) knowing the development of scientific based thematic teaching materials for fourth grade elementary students; 3) knowing expert judgment on the feasibility of scientific-based thematic teaching materials for fourth grade elementary students; 4) knowing the effect of the use of scientifically based thematic teaching materials on the learning achievement of fourth grade elementary school students; 5) knowing the teacher's assessment of learning using thematically based thematic teaching materials for grade IV elementary school students; 6) knowing the response of students to learning using thematically based thematic teaching materials for fourth grade elementary school students. This study uses Development Research with qualitative and quantitative research designs. The development process uses the 4-D model of Thiagarajan, Semel and Semel which has been modified to be the stage of defining, designing, and developing. Teaching materials that have been validated by experts get the category of "very valid and without revision" from expert responses and teacher evaluations with agreed criteria, student responses to the use of teaching materials in learning get very good responses from students. The results of the trials using the experimental design The Before And After Design show that there is an effect of the use of scientifically based thematic teaching materials on the learning achievement of PPKn; 2) there is the influence of the use of scientifically based thematic teaching materials on social studies learning achievements; 3) there is the influence of the use of scientifically based thematic teaching materials on the learning achievement of science. Scientific based thematic teaching materials for Grade IV Primary School students can be used in learning.


2020 ◽  
Vol 5 (6) ◽  
pp. 737
Author(s):  
Angga Bramansta Putrantana ◽  
Eko Hariyanto ◽  
Saichudin Saichudin

<p><strong>Abstract:</strong> This research aims to determine the feasibility of interactive multimedia-based teaching materials for elementary school students on traditional game materials. This research is a research development of traditional game teaching materials for small grade elementary school students. The product development then goes through a validation test by game experts, physical &amp; health education learning experts, multimedia experts and user experts. The results of the feasibility test are then analyzed descriptively. The results of this research product development in the form of interactive multimedia-based traditional game teaching materials, the percentage of product viability ranges from 75% to 100%. These results indicate the learning material developed in the appropriate category and can be used with a little revision.</p><strong>Abstrak: </strong>Penelitian ini bertujuan untuk mengetahui kelayakan bahan ajar berbasis multimedia interaktif untuk siswa sekolah dasar pada materi permainan tradisional. Penelitian ini merupakan penelitian pengembangan bahan ajar permainan tradisional untuk siswa sekolah dasar kelas kecil. Produk pengembangan kemudian melalui uji validasi oleh ahli permainan, ahli pembelajaran Pendidikan Jasmani &amp; kesehatan, ahli multimedia dan ahli pengguna. Hasil uji kelayakan kemudian dianalisis secara deskriptif. Hasil dari penelitian produk pengembangan ini berupa bahan ajar permainan tradisional berbasis multimedia interaktif, persentase kelayakan produk berkisar antara 75% hingga 100%. Hasil tersebut menunjukkan bahan perangkat pembelajaran yang dikembangkan dalam kategori layak dan dapat digunakan dengan sedikit revisi.


Author(s):  
Woojong Moon, Et. al.

Software education has emerged as a hot topic around the world, with the goal to raise interests on computational thinking. However, assessments on the computational thinking have not been actively conducted thus far. According to a study by Lee (2019), which analyzed 138 papers on computational thinking published in Korean journals from 2015 to 2018, software education has been introduced and studies on computational thinking are being conducted, but studies on teaching methods that2 improve computational thinking are needed. In this study, we developed and applied a primary educational programming language(EPL) program focused on execution time analysis aimed at improving computational thinking. By using the “Bebras Challenge” as an assessment tool and SPSS as a statistical tool, educational effects were analyzed through the results of pre- and post-computational thinking assessments. The analysis outcomes showed that the EPL education focused on execution time analysis was effective in improving the computational thinking of elementary school students. Putting execution time analysis EPL into primary software education as an educational topic will be effective in improving computational thinking.


2021 ◽  
Vol 13 (2) ◽  
pp. 97
Author(s):  
ARIF FUDIN ◽  
RISTIANA DYAH PURWANDARI

This study aims to determine the benefits of using e-book teaching materials as an alternative to improve conceptual understanding of science for Elementary School students. Students who have an understanding will be able to explain again the lessons they have learned based on their understanding so that learning will be meaningful. The method in this research is the literature study method. The type of this data is secondary data. The method in this research is literature study method. The data obtained were collected, analyzed, and concluded to get conclusions about the literature study. Based on the research results, literature studies from several research results and journal articles show that the benefit of e-book can improve conceptual understanding of science for Elementary School students.


2020 ◽  
Vol 25 (1) ◽  
pp. 33
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Qalbi Shanaz Anandari

This research develops e-module teaching materials by using a digitalized book application based on ethno constructivism and also discerns students' responses to the e-modules. We employed the ADDIE model (Analysis, Design, Develop, Implement, and Evaluate) to create the books. The ADDIE model consists of five steps, namely (1) introduction, (2) planning, (3) development, (4) implementation, and (5) evaluation. The subjects of this study were 21 fifth-grade students of elementary schools 112/I. The re-sults of this study captured that the product was favored by most of the students with percentages of interest (72.73%), motivation (77.27%), and perception (63.6%).


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