A Study on the Aspects of Understanding Characters through the Mind: Focused on senior elementary school learners

Author(s):  
Seohee Kang
2022 ◽  
pp. 213-232
Author(s):  
Drew Polly ◽  
Madelyn Colonnese ◽  
Julie Bacak ◽  
Kaitlyn O. Holshouser ◽  
Wendy Lewis

This chapter describes the frameworks of mathematics tasks, equity-based mathematics teaching practices, technological pedagogical and content knowledge (TPACK), and how they relate to teaching for equity in virtual learning environments (VLE). The frameworks are used to describe vignettes from VLEs with elementary school learners and elementary school teacher candidates (future teachers). Implications of these vignettes include a need for an empirically based trajectory related to equity-based teaching practices as well as a need to consider which technologies in a VLE can be used to effectively promote equity-based mathematics teaching practices.


10.28945/3873 ◽  
2017 ◽  
Vol 16 ◽  
pp. 459-474 ◽  
Author(s):  
Hsiu Ju Chen

Aim/Purpose: This study explores the associations between elementary school learners’ m-learning and learner satisfactions based on the technology-mediated learning model. Background: M-learning (mobile learning) is emerging, but its role in elementary education still needs clarification. Methodology: Questionnaires were mailed to several different elementary schools, located in different areas that adopted m-learning. Due to the possible limited cognitive ability because of age, short measures were adopted in the study. Finally, data from eighty-six elementary school learners who had experience in mobile learning were gathered and analyzed with Partial Least Square (PLS) for the limited sample size. Contribution: The results implied the vital role of m-learning in providing different form of interaction in class to activate elementary school learners’ course participation. They also indicated that mobile learning not only activated learners’ active course participation but linked students, teachers, courses, and schools. Findings: The results showed that m-technology quality of mobile learning was signifi-cantly associated with learners’ active course participation and satisfaction to-ward apps/tablets in m-learning that contributed to different learner satisfac-tions. Recommendations for Practitioners: The findings suggested that with good interaction quality facilitated by apps/tablets in m-learning, m-learning could be a suitable medium for teachers to have interaction with students and increased students’ different satisfactions in schools at alternative collective learning environments in elementary education. Future Research: Future studies to measure and reflect different impact of student-teacher interaction in m-learning are suggested.


2020 ◽  
Vol 9 (2) ◽  
pp. 60-65
Author(s):  
Rafika Damayanti

Tujuan penelitian ini adalah untuk menguji keefektifan model Pembelajaran Mind Mapping berbantuan Media Display terhadap hasil belajar siswa kelas IV SD N Gugus KH.Samanhudi Kendal.Penelitian ini menggunakan Metode Kuantitatif dan jenis penelitian quasi eksperimen. Sampel dalam penelitian ini adalah kelas IV SD N Sendangdawuhan 02 sebanyak 26 siswa sebagai kelas eksperimen, kelas IV SD N Bulak 02 sebanyak 28 siswa.Data hasil belajar dianalisis dengan menggunakan uji-t untuk menguji perbedaan rata-rata kelas kontrol dan kelas eksperimen. Hasil perhitungan menggunakan Independent Sample T-Test menujukan jika nilai (2-tailed) < 0,05 ,karena hasil penelitian menunjukan bahwa kolom (2- tailed) yaitu sebesar 0,000 yang berarti lebih kecil dari 0.05. Simpulannya bahwa model pembelajaran Mind Mapping  berbantuan media display efektif digunakan dalam pembelajaran IPS . Saran guru dan siswa diharapkan untuk menerapkan model pembelajaran Mind Mapping berbantuan media display dalam pembelajaran di kelas dan untuk model mencatat sehari-hari agar dapat meningkatkan hasil belajar siswa sehingga mutu sekolah dapat meningkat. The purpose of this study was to test the effectiveness of the Mind Mapping Learning Model assisted by Display Media in the fourth grade students' learning outcomes at KH. Samanhudi Cluster Elementary School, Kendal Regency. This study used a quantitative method and quasi-experimental type of research. The samples in this study were the fourth grade students at Sendangdawuhan 02 Elementary School in the number of 26 students as the experimental class, the fourth grade students at Bulak 02 Elementary School in the number of 28 students. The learning outcomes were analyzed using t-test to test the average difference of the control class and the experimental class. The result of calculations using the Independent Sample T-Test addressed if the value (2-tailed) <0.05, because the results of the study showed that the column (2- tailed) was equal to 0,000 which means it was smaller than 0.05. The conclusion was the Mind Mapping learning model assisted by display media was effectively used in social studies learning. It was suggested for the teachers and the students to apply Mind Mapping learning model assisted by display media in the classroom and for note-writing in order to improve students' learning outcomes so that the school quality could also improve.


Author(s):  
Elga Drelinga ◽  
Elfrīda Krastiņa

To preserve the planet as a habitat for future generations, humans need to act creatively and responsibly, and perceive themselves as a part of the Universe. It follows that nowadays education should be sustainability oriented. The learning process should be carefully shaped to enable learners to interact with their teacher and thereby construct personally significant knowledge and develop research skills. Project work is a form of learning which affords ample opportunities to acquire such vital knowledge and skills. This study aims to investigate how teachers supervise project work to support the development of research skills among lower elementary school learners. Teacher-learner cooperation is evaluated according to a set of criteria derived from appraising lower elementary school learners’ degree of independence. Data were collected by interviewing expert teachers (n=8) and observing one elementary school teachers’ (n=10) actions during their supervision of project work. An inductive approach to qualitative content analysis of these data focused on appraising positive experience and tracing the connection between the outcomes of the pedagogical process and lower elementary school learners’ level of research skills acquisition. The findings have important implications for further research.


Kursor ◽  
2016 ◽  
Vol 8 (2) ◽  
pp. 51 ◽  
Author(s):  
I.N Sukajaya

This paper describes: a scenario, agent specification, mapping of knowledge domain, an implementation of Bloom's taxonomy-based serious game (BoTySeGa), and players' response against the game. The development of BoTySeGa is pursued to the availability of an alternative assessment tool for learning in elementary school. It considers aspects: game knowledge, subject matter of parallelogram for 5th grade elementary school learners, and cognitive domain of Bloom's taxonomy. BoTySeGa's level of challenge is structured accommodates cognitive domain of Bloom for elementary school learners (knowledge, comprehension, application). To make sure that all functions and features work well; we conducted user acceptance test against the game prototype. We also took players' response to BoTySeGa utilizing five-points Likert-type of questionnaire. The questions are distributed in 15 items. User acceptance testing involving 85 learners of 5th grade elementary school shows that BoTySeGa has fulfilled the learning assessment requirement. With the response score ranged from 5 to 75; it is found that the average score of players' response to the implementation of BoTySeGa in learning is 59.93. This response value falls within "Positive" category.


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