DaVinci Program: Enhancing Children’s Creativity Through Experiential Learning Activities

2016 ◽  
Vol 6 (1) ◽  
pp. 01-09
Author(s):  
Alexandru Boncu

Abstract Problem Statement: Developing creative potential is a current problem, because this experience facilitates the access to the development of the inner potential, especially in children. This research presents an experiential learning program, called DaVinci Workshops, which is a Romanian experiential perspective on enhancing creativity in children.Purpose of Study is to find out if creative potential can be enhanced through certain experiential learning activities.Methods: This research included intervention trainings, made in 12 sessions, on a number of 122 non-clinic subjects, aged between 6-11 years. The research had a pre-test post-test design, while classical tests from Guilford and Minnesota measuring flexibility, fluidity and originality were used.Findings and Results: The tested factors of the creative potential were enhanced, implying a development of the creative potential.Conclusions and Recommendations: Enhancing creativity through experiential learning activities is a very pleasant process for children, who are very positive and enthusiastic during this kind of programs, with numerous good outcomes. Keywords: creativity; intervention; experiential learning; children.

Author(s):  
Prashant Thote ◽  
Gowri S

The aim of the present study is to investigate the effect of experiential learning activity in deep conceptual understanding of science in comparison with conventional teaching model. In the present experiment quasi experimental and post-test research design is implemented. Totally 80 students participate in the study: 40 girls and 40 boys. The sample is categorized into two: study and the control group. Each group consists of 40 students: 20 boys and 20 girls. The study group is taught “Gases Law” by using experiential learning activities and the control is taught by using the conventional method. Data is collected by using a questionnaire and it consists of 20 multiple choice questions. The collected data is analyzed by using descriptive statistics. The examination of the data illustrates that there is no noteworthy difference in the mean score between the study group and the control group. Independent ‘t-test’ is applied to compare the student’s achievement in post-test. The mean score of the study group, who are exposed to the experiential learning activities, in Science Achievement post-test is 17.35. It is higher than that of (t=6.65; p>0.01) the learners in the control group. The mean of the control group is 14.45. Therefore, it is concluded that the experiential learning activities as a teaching model enhances the deep conceptual understanding of science.


2011 ◽  
Vol 1 (3) ◽  
pp. 31 ◽  
Author(s):  
Ronald R. Sims ◽  
Edward L. Felton, Jr.

This paper is concerned with identifying keys to successfully teach ethics. The keys are: addressing the relevance challenge; striving to achieve a balance between the active engagement of students with issues and a critical analysis of choices in to be made in real-life situations; attending to or managing the learning process to include learning styles and experiential learning; debriefing experientially-oriented learning activities; and institutionalizing outcomes of ethics education objectives. The paper discusses results of a study that attempted to answer the question What is required to successfully deliver experientially-oriented ethics education


Author(s):  
Edi Firman

Reading is still considered as a difficult skill to be taught and learnt, some students have difficulties in comprehending the text and reading also regarded as passive activities instead of active activity. This Research is aimed to know the effect of collaborative strategies towards students' learning activities and reading comprehension. This research is quasi-experimental pre-test post-test design. The data were analyzed using paired samples, independent test and correlation.  The result proved that the experimental post-learning activities are higher than pre-activities (83.27 > 61.20) and ttest 16.434. The independent test also clarified that the experimental group performed greater learning activities t (5.322 > 2.000). In Reading, the experimental post-test mean score is higher than pre-test (59.44 > 47.41), and ttest (4.237 > 2.021). The independent samples test confirmed that the experimental group ttest is higher than ttable. (3.777 > 1.980). Meanwhile the correlation analysis proved that rtest is smaller than rtable (0.134 ≤0.199) very low category. It can be concluded that collaborative strategies are effective towards students' learning activities and reading comprehension, although there is no correlation between learning activities and reading comprehension.


2020 ◽  
Vol 3 (1) ◽  
pp. 101-111
Author(s):  
Tika Surtika ◽  
Sumardi Sumardi ◽  
Yasbiati Yasbiati

ABSTRACTThe research was distributed by the problems encountered in kindergarten learning activities related to the introduction of the letter. Ideally the implementation introduction letter to the child is done using the media that are fun and able to menstimulus the ability to know the child in letter. However in the field of limited media causes less bervaritif learning practices making it still utilizes the existing media in the classroom. Media for menstimulus development of multiform wrong by using media puzzle fonts that already exist in the market. These aspects influenced the performance of research in TK AR-Rahman Group A sub district of Tasikmalaya Regency Sukahening with the number of students is 10 people. This research aims to know the influence of media puzzle letters against the ability to know the letters on A group of kindergarten children Ar-Rahman Sukahening Sub-district. The research method used was Pre-experimental Design with One Group Pre test – Post Test Design. Pre-test activities, namely activities conducted to know the ability of early child before he gave the media a letter puzzle and post-test i.e. activities performed to find out the capabilities of end child after being given the treatment of media puzzle, the letter then the data were calculated with the data analysis techniques using quantitative descriptive to count and describe the results of data obtained in field. Based on the results of the test show the significance value hipotestis obtained Asymp. SIG (2-taliled) of 0.005 0.005 testing criteria means that there is a difference 0.05 pre-test with post-test in the ability to know the letter by using the letter puzzle media then H0 is rejected. To see the difference then performed a test of wilxocon i.e. post data-test value is higher than the value of the pre-test with an average increase in the significance of 5.50.ABSTRAKPenelitian ini dilatarbelakangi oleh permasalahan yang ditemui di lembaga Taman Kanak-kanak berkaitan dengan kegiatan pembelajaran pengenalan huruf. Idealnya pelaksanaan pengenalan huruf kepada anak dilakukan  dengan menggunakan media yang menyenangkan dan mampu menstimulus kemampuan anak dalam mengenal huruf. Namun di lapangan keterbatasan media menyebabkan praktik pembelajaran kurang bervaritif sehingga masih memanfaatkan media yang ada di dalam kelas. Media untuk menstimulus perkembangan anak beraneka ragam salah salah satunya dengan menggunakan media puzzle huruf yang sudah ada dipasaran. Hal tersebu melatarbelakangi dilaksanakannya penelitian di TK AR-Rahman kelompok A Kecamatan Sukahening Kabupaten Tasikmalaya dengan jumlah siswa 10 orang. Penelitian ini bertujuan untuk mengetahui pengaruh media puzzle huruf terhadap kemampuan mengenal huruf pada anak kelompok A TK Ar-Rahman Kecamatan Sukahening. Metode penelitian yang digunakan adalah Pre-Eksperimental Design dengan bentuk One Grup Pre-test-Post Test Design. Kegiatan pre-test yaitu kegiatan yang dilakukan untuk mengetahui kemampuan awal anak sebelum diberikannya media puzzle huruf dan post-test yaitu kegiatan yang dilakukan untuk mengetahui kemampuan akhir anak setelah diberikan perlakuan media puzzle huruf, kemudian data dihitung dengan teknik analisis data menggunakan kuantitatif deskriptif untuk menghitung dan mendeskripsikan hasil data yang diperoleh dilapangan. Berdasarkan hasil uji hipotestis menunjukan nilai signifikansi yang diperoleh Asymp. Sig. (2-taliled) sebesar 0,005 dengan kriteria pengujian 0,005 0,05 artinya terdapat perbedaan pre-test dengan post-test dalam kemampuan mengenal huruf dengan menggunakan media puzzle huruf maka H0 ditolak. Untuk melihat perbedaannya maka dilakukan uji wilxocon yaitu nilai data post-test lebih tinggi dari pada nilai pre-test dengan rata-rata peningkatan signifikansi 5,50.


2018 ◽  
Vol 6 (2) ◽  
pp. 150-161
Author(s):  
Lia Karina Mansur ◽  
Joko Pekik Irianto ◽  
Mansur Mansur

Penelitian ini bertujuan untuk menguji pengaruh latihan squat menggunakan free weight dan gym machine terhadap kekuatan, power, dan hypertrophy otot; dan menguji perbedaan pengaruh latihan squat menggunakan free weight dan gym machine terhadap kekuatan, power, dan hypertrophy otot. Penelitian ini adalah penelitian eksperimen dengan desain two group pretest-posttest design. Sampel dalam penelitian ini dipilih berdasarkan teknik random sampling berjumlah 32 orang. Instrumen untuk mengukur kekuatan menggunakan back and leg dynamometer merk Takei buatan Jepang. Instrumen untuk mengukur power menggunakan Jump Duration of Fright (JDF) seri TKK 5114 buatan Jepang, satuan sentimeter. Instrumen untuk mengukur lingkar otot paha menggunakan meteran dengan satuan sentimeter. Teknik analisis data yang digunakan adalah analisis multivariat pada taraf signifikansi α = 0,05. Hasil penelitian menunjukkan bahwa (1) ada pengaruh yang signifikan latihan squat menggunakan free weight terhadap kekuatan, power, dan hypertrophy otot, (2) ada pengaruh yang signifikan latihan squat menggunakan gym machine terhadap kekuatan, power, dan hypertrophy otot, dan (3) ada perbedaan yang signifikan antara latihan squat menggunakan free weight dan latihan squat menggunakan gym machine terhadap kekuatan, power, dan hypertrophy otot. Persentase kenaikan nilai pretest dan posttest kekuatan, power, dan hypertrophy otot menunjukkan kelompok latihan squat menggunakan free weight lebih baik daripada kelompk gym machine. The influence of squat practice using free weight and gym machine on the strength, the muscle and the hypertrophy of the muscle AbstractThe study aims at testing the influence of squat training using free weight and gym machine on the strength, the power and the hypertrophy of the muscle and at testing the differences between the influence of squat training using free weight and the influence of squat training using gym machine on the strength, the power and the hypertrophy of the muscle. The study is an experiment with two group pre-test-post-test design. Then, the samples for the study were selected based on the random sampling technique and the total number of the respondents was 32 people. The instrument for measuring the strength of the muscle was back and leg dynamometer Takei made in Japan while the instrument for measuring the power of the muscle was Jump Duration of Fright (JDF) series TKK 5114 made in Japan with centimetre unit. Furthermore, the instrument for measuring the circle of the tight muscle was a gauge with centimetre unit. The results of the study show that: (1) the squat training using the free weight has significant influence on the strength, the power and the hypertrophy of the muscle; (2) the squat training using the gym machine has significant influence on the strength, the power and the hypertrophy of the muscle; and (3) there has been significant difference between the squat training using the free weight and the squat training using the gym machine on the strength, the power and the hypertrophy of the muscle. The increasing percentage from the pre-test score into the post-test score in the strength, the power and the hypertrophy of the muscle shows that the training group that performs the squat training using the free weight has better performance than the group that performs the squat training using the gym machine.


Author(s):  
Prashant Thote ◽  
Gowri S

            The curriculum framework asserts learner to debate, dissent form individual opinion on ideas, systems, practices by nurturing skills to think and reason independently.  Participatory learning activity is envisioned as a process whereby learners construct concept through assimilation, absorption, interaction and reflection.  In the present paper experiential learning activity are designed to ensure that the students are encouraged to seek out knowledge from their hands-on activity than the text book in their own experiences. In the present paper attempt is made to investigate the impact of conventional method of teaching and experiential learning activities on attainment of knowledge and retention of knowledge in learning redox reaction.  Data is collected by using pre-test, post-test and retention test.  Instrument is validated by experts.  Stratified random method is applied to draw the sample.  Totally 50 students participate in the study.  Sample is separated into two: control and the study group. Control group is exposed to the conventional chalk and talk method while the students from the study group are exposed to Experiential Learning Activities.  The result of the study reveals that there is noteworthy difference in the mean score in learning redox reaction in the scores of pre-test, post-test and retention test between the study group and the control group.


Author(s):  
Faizal Adin Febrianto ◽  
Dwi Cahyo Kartiko ◽  
Endang Sriwahyuni

Elementary school-age children are very active so they prefer to play. Before starting the learning activities, the teacher designs a learning model that is interspersed with games so that the child can receive the material well and is not easily bored during the learning process. In other words, the activities carried out by children are more directed to the activities of playing and moving. One game that is loved and often played by children is hunting animals and baseball. The purpose of this study is to analyze: (1) studying and analyzing the effect of the application of animal hunting game learning models on locomotor and manipulative motion abilities. (2) to study and analyze the effect of the application of baseball game learning models to increase locomotor and manipulative motion skills. (3) to find out, study and analyze the effect of learning based on game hunting animals and baseball to increase locomotor and manipulative mobility. This type of research used in this study is quantitative with a research design using a two-group pre-test post-test design, with data analysis using paired sample t-test and independent sample t-test. The results showed: (1) there was an effect of the application of animal hunting games to locomotor and manipulative mobility. (2) there is an effect of the application of baseball games on locomotor and manipulative motion abilities. (3) in an animal hunting game, the locomotor base motion has an increase of 2.17 and manipulative motion has an increase of 5.1. In a baseball game, the locomotor base motion has an increase of 1.5 and manipulative base motion has an increase of 3.77. Based on the above analysis, it can be concluded that there is an increase in locomotor and manipulative movement abilities for each group after being given a game. Also, there are differences in influence between the animal hunting group and the baseball group as seen from the increase in locomotor motion through independent sample t-test where the game of animal hunting gives a better effect than the game of baseball.


Author(s):  
Yi-Chuan Cheng ◽  
Li-Chi Huang ◽  
Chi-Hsuan Yang ◽  
Hsing-Chi Chang

This article focuses on the unique needs and concerns of nursing educators and nursing students in the face of the COVID-19 pandemic. During social distancing, interacting with other human beings has been restricted. This would undermine the experiential learning of nursing students. Hence, it is important to develop and evaluate an experiential learning program (ELP) for nursing education. A pre-test and post-test design were used. The study was conducted in a university in Central Taiwan. A total of 103 nursing students participated in the study from February to June 2019. The study intervention was the experiential learning program (ELP), including bodily experiences and nursing activities with babies, pregnant women, and the elderly. After the intervention, the students completed the self-reflection and insight scale (SRIS) and Taiwan Critical Thinking Disposition Inventory (TCTDI) as outcome measures. An independent t-test showed that there was a significant difference between pre-test and post-test in both SRIS and TCTDI (p < 0.01). The Pearson product–moment correlation analysis showed that SRIS and TCTDI were significantly positively correlated (p < 0.01). ELP has a significant impact on the self-reflection and critical thinking of first-year nursing students, which can be used as a reference for the education of nursing students. During these turbulent times, it is especially vital for faculties to provide experiential learning instead of the traditional teaching concept.


2020 ◽  
Vol 1 (4) ◽  
pp. 280-290
Author(s):  
Resmi Darni ◽  
Lativa Mursyida

Abstrak: Artikel ini membahas tentang permasalahan yang terjadi dalam pembelajaran tahfidz di TAUD Al-Fatihah dimana metode tabarak yang sebelumnya di gunakan dalam pembelajaran tahfidz bagai anak usia dini di TAUD Al- Fatihah belum mampu untuk menyelesaikan permasalahan pembelajaran dimasa pandemi COVID-19. Sulitnya proses belajar selama pandemi COVID-19 ini membuat TAUD AL-Fatihah perlu mencari metode dan media belajar yang baru. Oleh sesbab itu untuk mempermudah pembelajaran tahfidz di masa pandemi ini diperlukan metode pembelajaran berbasis smart learning. Tujuan dari kegiatan pengabdian ini adalah untuk membantu TAUD Al-Fatihah dalam menyediakan media pembelajaran yang dinamis dan mempermudah para peserta didik dalam menghafal Al-Qur’an tanpa terganggu oleh kondisi pandemi COVID-19, disamping itu kegiatan ini juga membatu para guru dalam meningkatkan kompetensi IT yang dapat mendukung kegiatan pembelajaran daring selama pandemi COVID-19. Metode yang digunakan dalam kegiatan ini adalah metode pelatihan dan pendampingan dalam pembuatan media pembelajaran tahsin dan tahfidz bagi para peserta didik selama kegiatan off-class. Media pembelajran yang dirancang ini dibuat dalam bentuk modul pintar berbasis multimedia serta video pembelajaran dan evaluasi yang dapat di akses secara offline sehingga tidak membebankan orang tua murid dalam kegiatan pembelajaran anak. Hasil akhir dari kegiatan pengabdian ini adalah sebuah media pembelajaran berbentuk modul elektronik serta terdapat peningkatan hasil pelatihan sebesar 21 % nilai rata-rata pre test 57,78 dan Post test 88,52.Abstract: This article discusses the problems that occur in learning tahfidz at TAUD Al-Fatihah where the tabarak method previously used in learning tahfidz like early childhood at TAUD Al-Fatihah has not been able to solve learning problems during the COVID-19 pandemic. The difficulty of the learning process during the COVID-19 pandemic has made TAUD AL-Fatihah need to find new learning methods and media. Therefore, to facilitate the learning of tahfidz in this pandemic, a smart learning-based learning method is needed. The purpose of this service activity is to help TAUD Al-Fatihah in providing dynamic learning media and making it easier for students to memorize the Al-Qur'an without being disturbed by the conditions of the COVID-19 pandemic, besides that this activity also helps teachers improve competence IT that can support online learning activities during the COVID-19 pandemic. The method used in this activity is the method of training and mentoring in making tahsin and tahfidz learning media for students during off-class activities. This learning media designed is made in the form of multimedia-based smart modules as well as learning and evaluation videos that can be accessed off line so that it does not burden the parents of students in children's learning activities. The final result of this service activity is a learning media in the form of an electronic module and there is an increase in training results by 21%, the average value of pre-test is 57.78 and Post-test is 88.52.


2021 ◽  
Vol 2 (3) ◽  
pp. 369-374
Author(s):  
Agus Setiawan

  The motivation for this research is the lack of optimal learning by teachers and the lack of value for students in learning volleyball. Many students are passive when learning activities occur.  The purpose of this research is to use the Think Pair Share cooperative learning method in SMP N 1 Japah to determine the progress of students' learning outcomes in Class VIII. The results of showed that before the study of the Think Pair Share method, the average learning outcome increased to 64, and after the study of the Think Pair Share learning model, it increased to 70. Therefore, the increase of 6 The type of research is quantitative research. In this study, the researchers used a pre- and post-test design. The advice given by the researchers is that teachers should optimize learning. Students are more active in the learning process.    


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