scholarly journals PEMANFAATAN MEDIA DAN SUMBER BELAJAR ABAD 21

2021 ◽  
Vol 9 (2) ◽  
pp. 93-112
Author(s):  
Mulyono ◽  
Ilham Ampo

ABSTRAK Artikel ini bertujuan  untuk mendeskripsikan tentang pemanfaatan sumber dan media belajar di era modernisasi dan globalisasi seperti di abad ke 21 ini, pendidikan menjadi semakin penting untuk menjamin peserta didik memiliki keterampilan (life skills). Hal ini sesuai dengan tuntutan abad 21 dimana peserta didik harus memiliki kompetensi berpikir dan belajar. Kompetensi-kompetensi tersebut diantaranya adalah kompetensi komunikasi (communication), kolaborasi (collaboration), berpikir kritis dan memecahkan masalah (critical thinking and problem solving) kreatif dan inovatif (creativity and innovation). Dalam  pesatnya perkembangan IPTEK menuntut berbagai perubahan mendasar termasuk perubahan dalam memanfaatkan penggunaan media dan sumber belajar. Sehingga dengan adanya media dan sumber belajar yang lebih bervariatif, maka akan menjawab berbagai permasalahan pembelajaran sehingga akan menciptakan tujuan hasil pembelajaran yang lebih maksimal. Kata kunci: Media, Sumber, Belajar   ABSTRACT   This article aims to describe the use of learning resources and media in the era of modernization and globalization such as in this 21st century, Education to be more and more important to guarantee the member of education to have skills (life skills).It is in accordance with the 21st century pursuit , where they should have the competence of thinking and learning. Those competences are such as competence to communicate, collaborate, think critically, solve problems, and to be creative and innovative. Along with rapid development of Science and Technology it pursue many basic – changes including the changes in utilizing the use of media and learning resources.So that with the media and learning resources that are more varied, it will answer various learning problems so that it will create a goal of learning outcomes that is more leverage.Keyword: Media, Resources, Learning

2019 ◽  
Vol 4 (2) ◽  
pp. 168
Author(s):  
Niluh Ari Kusumawati ◽  
Kadek Aria Prima Dewi PF

<p>In this globalization era the role of science and technology covers various aspects of life, especially the world of Education. Education is an aspect of supporting the success of a nation. Hinduism Education is a subject that instills Hinduism. In learning Hinduism Education learning media becomes the main  support of the learning process. Learning  media as a channel for information and messages in learning. Information technology-based learning media is a demand in facing the challenges of 21st century Education. 21st century education has four skills in learning communication (Communication), Collaboration (Collaboration), Critical Thingking and Problem Solving (Critical Thinking and problem solving) and Creativity and Innovation (Creativity and Innovation). With the guidance of the age development, the use of IT-based learning  media  in  learning  Hinduism Education  will  facilitate the transfer  of knowledge  in learning. The benefit of using IT-based learning media is to facilitate the interaction between teachers and students so that learning activities become effective and efficient The use of Information Technology-based learning media such as the internet, mobile phones, flash disks, etc. facilitates the transfer of knowledge in learning.</p>


2020 ◽  
Vol 8 (1) ◽  
pp. 83
Author(s):  
Rahmi Rivalina

Tuntutan pembelajaran abad 21 mengharuskan siswa untuk menggunakan keterampilan berpikir tingkat tinggi (High Order Thinking Skills/HOTS) melalui pemecahan masalah dan berpikir kritis, komunikasi dan kolaborasi, dan kreativitas dan inovasi. Untuk mengimplementasikannya guru terlebih dahulu harus memahami konsep HOTS karena arsitektur utama dalam mengisi kecerdasan siswa adalah guru. Masalah yang dibahas dalam kajian ini mengapa guru perlu dibekali dengan pendekatan neurosains dalam proses pembelajaran dan bagaimana strategi guru menerapkan pendekatan neurosains dalam pembelajaran sehingga siswa dapat mencapai kompetensi kecakapan abad 21. Tujuan penelitian ini adalah untuk  mendeskripsikan: (1) pentingnya memahami pendekatan neurosains bagi guru dalam proses  pembelajaran, dan (2) strategi  guru  menerapkan pendekatan neurosains  untuk  mencapai kompetensi kecakapan abad ke-21.  Hasil kajian mengungkapkan guru perlu menerapkan pendekatan neurosains dalam pembelajaran untuk membantu guru dalam mencapai kompetensi keterampilan dan kecakapan abad 21 siswa. Strategi guru menerapkan  pendekatan neurosains dengan memahami tahapan perkembangan pusat kecerdasan,  tipe kecerdasan, dan diagram pembelajaran abad 21, yang dituangkan  dalam bentuk rancangan pembelajaran yang efektif dan menyenangkan. Kesimpulan kajian ini menyatakan peningkatan HOTS pada guru akan berdampak pada capaian hasil pembelajaran dan kompetensi siswa abad 21.     AbstrakThe demands of 21st learning is to enable students use High Order Thinking Skills (HOTS) through    problem solving and critical thinking, communication and collaboration, and creativity and innovation. In its implementation, the teachers are the first persons to earlier master the concept of HOTS as the main architecture in creating the intelligence of students is the teacher.The problem discussed in this review is why the  teachers need to be equipped  with neuroscience  approaches in the learning process, how the teacher's strategy implements it   so   students  are able to achieve the 21st learning competency. The objective of this review is to describe: (1) the importance of teachers   to comprehend the neuroscience approach   in learning process, and (2) the strategy of teachers in implementing the neuroscience approach   to achieve the 21st competency.   The results of review revealed   teachers need to apply a neuroscience approach in learning to assist teachers in achieving 21st century students' competencies. The teacher's strategy applies the neuroscience approach by understanding the stages of development of the intelligence, the multiple  intelligence, and the 21st century learning diagram, which is formed  in effective and fun learning designs. The conclusion of this review states that the increase of teachers’ HOTS will have an impact in learning outcomes and 21st century students’ competency.


2020 ◽  
Vol 13 (2) ◽  
pp. 168
Author(s):  
Rian Damariswara

ABSTRAKTokoh utama dalam dongeng Jawa Timur memiliki sisi lain yang perlu diungkap. Sisi lain tersebut, yakni kecakapan hidup yang dimiliki tokoh utama dalam menyelesaikan masalah yang dihadapinya. Kecakapan hidup tersebut, memiliki relevansi dengan kecakapan hidup di abad ke-21. Jadi, dengan menganalisis kecakapan hidup tokoh utama secara otomatis peneliti dan pembaca dapat mengetahui bahwa tokoh-tokoh dongeng yang terdapat di Jawa Timur memiliki budaya hidup yang baik untuk dijadikan contoh dan motivasi.Untuk mengungkap kecakapan hidup abad ke-21 pada tokoh utama dongeng Jawa Timur menggunakan kajian antropologi sastra.Penelitian ini termasuk deskriptif kualitatif. Sumber data adalah teks dongeng Jawa Timur. Teknik yang digunakan adalah studi dokumenter. Kecakapan hidup abad ke-21 yang ditemukan pada dongeng Jawa Timur sebagai berikut. Pertama, berpikir kritis dan pemecahan masalah. Semua tokoh utama dalam dongeng memiliki pemikiran kritis sehingga dapat memecahkan masalah. Kedua, kreativitas dan inovasi yang ditemukan yakni jenis pengembangan dan sintesis. Inovasi pengembangan yang ditemukan adalah adanya alat bajak sawah dari batu menjadi kayu dan ditarik sapi serta dapat dipergunakan sebagai sarana hiburan. Alat tersebut diberi nama karapan sapi.  Inovasi sintesis adalah menggabungkan segala sesuatu yang dimiliki untuk dijadikan sesuatu yang baru. Seperti pada dongeng Asal Mula Reog Ponorogo,yakni menggabungkan kepala tokoh Singabarong dengan burung merak sehingga dinamakan reog ponorogo. Ketiga, kolaborasi antaranggota dan pemimpin dengan bawahan. Keempat, komunikasi yakni berupa diskusi, pengarahan, berkeluh kesah, dan perintah.Kata kunci: Kecakapan hidup abad ke-21, Tokoh utama, DongengABSTRACTThe main character in the East Java fable has another side that needs to be revealed. The other side, namely the life skills possessed by the main character in solving the problems they face. Life skills, have relevance to 21st century life skills. Therefore, by analyzing the life skills of the main characters automatically the researcher and reader can find out that the fairy tale figures in East Java which have a good life culture to be used as an example and motivation. To uncover 21st century life skills in the main characters of the East Javanese fable, the study of literary anthropology is used. This research is descriptive qualitative. The data source is the text of a fairy tale in East Java. The technique used is documentary study. The 21st century life skills found in the East Java fable are as follows. First, critical thinking and problem solving. All the main characters in fairy tales have critical thinking so they can solve problems. Second, the creativity and innovation found are types of development and synthesis. Development innovation that was found was the existence of a rice plow from stone to wood and pulled by cows and could be used as a means of entertainment. The tool is named Karapan Sapi. Synthesis of innovation is to combine everything that is owned to be something new. As in the fable of Reog Ponorogo, which combines the head of the Singabarong character with a peacock so it is called Reog Ponorogo. Third, collaboration between members and leaders with subordinates. Fourth, communication in the form of discussion, direction, complaints, and orders.Keyword: 21st century life skills, The main character, Fairy tale


2015 ◽  
Vol 7 (2) ◽  
Author(s):  
Muhammad Rizal

This study aims to address learning problems in SMA 1 Lubuk Basung, in particular to improve the learning outcomes of students in Pendidikan Agama Islam (PAI) in the class XII.IPA.2 SMA Negeri 1 Lubuk Basung through the use of Problem Solving Approach. The results showed the use of Problem Solving Approach successfully improve student learning outcomes, which in the first cycle in which the average value obtained new students reached 7.1 with classical completeness 71% and in the second cycle increased reach an average value of 8.31 with classical completeness of 93%. It can be concluded that the use of Problem Solving Approach to learning Pendidikan Agama Islam (PAI) succeeded in improving student learning outcomes in the class XII.IPA.2 SMA Negeri 1 Lubuk Basung


2021 ◽  
Vol 15 (1) ◽  
pp. 22
Author(s):  
Tiarima Marbun

This classroom action research (CAR) was conducted to increase student success in learning History with the Google Classroom (GC) application. The class as the subject is that of XI IPS-2 SMA Negeri 2 Tarakan, consisting of 36 students, with 19 male and 17 female students. They were chosen,  because the class saw a very large level of online learning problems such as: students often missed class, attended late, did not do assignments, did not have data packages so they did not participate in learning , and very passive learning activities.This research was conducted in two cycles, with  three meetings in each. It employed GC as the media to hold the learning process done online in the pandemic era. The results of the analysis has proved that the use of GC can help in improving student learning outcomes, based on all aspects of observation and action so that learning outcomes increase in each meeting and cycle. The learning outcomes in the first cycle showed 47.2%, while in the second cycle it increased to 83.3%. There were 5 students or 13.9% who had failed to reach the minimum completeness and a student was not present at the last meeting of the cycles. A remedial will be given in a separate meeting so that they can achieve the required mastery in learning. In short, learning with GC media can improve the results of learning history subject for the students in high school. Therefore, it is recommended that teachers or teachers be able to use GC in online learning.


2021 ◽  
Vol 10 (1) ◽  
pp. 92-102
Author(s):  
E. Haryani ◽  
W. W. Coben ◽  
B. A-S. Pleasants ◽  
M. K. Fetters

The significance of learners acquiring the skills required in the 21st century, including communication skills, teamwork, ICT-related skills and socio-cultural knowledge, imagination, critical thinking, and problem-solving, has been extensively discussed. Integrating the 21st century into the curriculum requires teachers to have knowledge and resources to foster classroom practices. This qualitative study was designed to explore the resources that Indonesian science teachers use in supporting the implementation of the skills of creativity and innovation, critical thinking and problem solving, collaboration, and communication (4Cs) integrated science instruction. Data analyses include surveys, audio recordings of smalls and large group discussions, and group discussion artifacts of 28 Indonesia vocational high school science teachers to identify the type of resources that teachers have had access to support the integration of 4C into science instruction and the extent to which these resources promote the 4C integration into science instruction. The analysis indicates that teachers use multiple resources to help them prepare for 4C integration into teaching practices, including various professional development (PD) programs, various teacher collaborations, curriculum guidelines, and open resources. Teachers found that Teacher Professional Education (TPE) was the most favorable PD program, and curriculum guideline was the least effective for advancing 4C integration. Implications are discussed further.


2017 ◽  
Vol 4 (3) ◽  
Author(s):  
Hui-Wen HSIA ◽  
Sophia Shi-Huei HO ◽  
Robin Jung-Cheng CHEN

 Lifelong learning has been recognized by many internationally renowned organizations which claim that people should possess certain life skills or competences to live in a world full of complex uncertainties. In this study, we propose A phaslised, thematic and socialised (PTS) pedagogy as a teaching approach to address the issues concerning how to equip learners with better capabilities.The qualitative method was employed based on a case study where interviews with several stakeholders were conducted. Observation of PTS practice and analysis of school documents were also carried out. The findings revealed that this strategy emphasizes a learner-oriented path, the development of their problem-solving ability and the culture of mutual partnership and intensive cooperation in the teacher community. Despite of several merits originating from PTS pedagogy, there remain a few issues to address, including the challenges to teachers in practising this approach, the appropriate means to evaluate students’ learning outcomes and the degree of autonomy granted to the students.


Author(s):  
Jesus H. Trespalacios ◽  
Barbara Chamberlin

Today’s students need more than just content knowledge to be able to work and excel in the 21st century workforce. Skills in problem solving, communication, collaboration, creativity, and innovation are essential for students to succeed. An increasing body of evidence suggests video games are powerful ways to give students these skills. This chapter includes a description of 21st century skills and provides information on generative gaming based on the generative learning theory, which requires students to generate their own learning based on their experiences in an individualized environment. It concludes with an example of a mathematics-based game development initiative at New Mexico State University that teaches content knowledge and fosters 21st century skills by enabling generative gaming.


Author(s):  
Idit Harel Caperton

This paper discusses varied ideas on games, learning, and digital literacy for 21st-century education as theorized and practiced by the author and James Paul Gee, and their colleagues. With attention to games as means for learning, the author links Gee’s theories to the learning sciences tradition (particularly those of the MIT Constructionists) and extending game media literacy to encompass “writing” (producing) as well as “reading” (playing) games. If game-playing is like reading and game-making is like writing, then we must introduce learners to both from a young age. The imagining and writing of web-games fosters the development of many essential skill-sets needed for creativity and innovation, providing an appealing new way for a global computing education, STEM education, for closing achievement gaps. Gee and the author reveal a shared aim to encourage researchers and theorists, as well as policymakers, to investigate gaming with regard to epistemology and cognition.


Author(s):  
Idit Harel Caperton

This paper discusses varied ideas on games, learning, and digital literacy for 21st-century education as theorized and practiced by the author and James Paul Gee, and their colleagues. With attention to games as means for learning, the author links Gee’s theories to the learning sciences tradition (particularly those of the MIT Constructionists) and extending game media literacy to encompass “writing” (producing) as well as “reading” (playing) games. If game-playing is like reading and game-making is like writing, then we must introduce learners to both from a young age. The imagining and writing of web-games fosters the development of many essential skill-sets needed for creativity and innovation, providing an appealing new way for a global computing education, STEM education, for closing achievement gaps. Gee and the author reveal a shared aim to encourage researchers and theorists, as well as policymakers, to investigate gaming with regard to epistemology and cognition.


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