A Study on the Characteristics of Organization of Elementary School Curriculum

2019 ◽  
Vol 32 (3) ◽  
pp. 199-221
Author(s):  
Se Young Kim
2020 ◽  
Vol 4 (2) ◽  
pp. 174
Author(s):  
Meida Rachmawati ◽  
Suzana Widjajanti ◽  
Ahmad Ahmad ◽  
Aslan Aslan

This article aimed to promote English in elementary school students through a fun learning method, called the Fun English Camp. Several studies had been conducted to encounter the best solution to handle this issue. The researchers used PRISMA Protocol as an instrument to collect the data that has been widely used in the process of selecting relevant articles. The researchers reviewed twenty five scientific publications, related to Fun English Camp that has become an English learning approach for beginner students. Through a review of twenty five scientific publications, for instance book and journal, the researchers got scientific evidence that introduction of a learning method with the term Fun English camp has an impact on promoting language learning for elementary school children in Indonesia. Thus, the fun English camp method can be an interesting method to be applied by elementary school curriculum design in Indonesia. Keywords: English Camps, Learning Method, Fun English Learning


2021 ◽  
Vol 11 (2) ◽  
pp. 80
Author(s):  
Susanne Kjällander ◽  
Linda Mannila ◽  
Anna Åkerfeldt ◽  
Fredrik Heintz

Digital competence and programming are actively highlighted areas in education worldwide. They are becoming part of curricula all over the world, including the Swedish elementary school curriculum, Children are expected to develop computational thinking through programming activities, mainly in mathematics—which are supposed to be based on both proven experience and scientific grounds. Both are lacking in the lower grades of elementary school. This article gives unique insight into pupils’ learning during the first programming lessons based on a group of Swedish pupils’ experiences when entering school. The goal of the article is to inform education policy and practice. The large interdisciplinary, longitudinal research project studies approximately 1500 students aged 6–16 and their teachers over three years, using video documentation, questionnaires, and focus group interviews. This article reports on empirical data collected during the first year in one class with 30 pupils aged 6–7 years. The social semiotic, multimodal theoretical framework “Design for Learning” is used to investigate potential signs of learning in pupils’ multimodal representations when they, for example, use block programming in the primary and secondary transformation unit. We show that young pupils have positive attitudes to programming and high self-efficacy, and that pupils’ signs of learning in programming are multimodal and often visible in social interactions.


2008 ◽  
Vol 40 (3) ◽  
pp. 338-338
Author(s):  
Sook Kyoung Choi ◽  
Tim Bell ◽  
Soo Jin Jun ◽  
Won Gyu Lee

1922 ◽  
Vol 95 (15) ◽  
pp. 402-403
Author(s):  
George B. Masslich

2017 ◽  
Vol 46 (3) ◽  
pp. 440-453 ◽  
Author(s):  
Hyun-Sil Kim ◽  
Hun-Soo Kim

The purpose of this study was to determine the effects of a musical instrument performance program on emotional intelligence, anxiety, and aggression in Korean elementary school children. A quasi-experimental study design was employed, in which the experimental group ( n = 30) received a weekly group musical instrument performance class with a regular music class, and the control group ( n = 30) received only a regular music class that is part of the elementary school curriculum. We measured emotional intelligence, anxiety, and aggression at the beginning and end of the 24-week intervention using the Emotional Intelligence Scale, the Trait Anxiety Inventory, and the Aggression Scale. The musical instrument performance program improved the ability to perceive emotions, and reduced physical and verbal aggression, but had no statistically significant effect on the level of total emotional intelligence, anxiety, or aggression.


2018 ◽  
Vol 1 (3) ◽  
pp. 508
Author(s):  
CLARA RIYANTI TERESA

Indonesia is an archipelago with a variety of cultures, one of which is the traditional clothing. According to the Indonesian elementary school curriculum in 2013, the contents about Indonesian Traditional Clothing are taught in grade four elementary school. The writer gathered the fact that only a few children who are interested in Indonesian Traditional Clothing because the learning media is very minimal and unattractive. The improvements of technology especially on smartphone can be the best way to apply the more attractive education for children. This design aims to introduce Indonesian Traditional Clothing in interesting and innovative ways to improve children’s interest. It also uses attractive media in books and takes advantage of the children’s smartphone to teach the material of Indonesian Traditional Clothing. Through this design, the book still serves as the main medium of learning; to attract children to learn about Indonesia clothing can be delivered effectively. The method used to collect data are literatures study and interview, then experiments in drawing the traditional costumes using the preferable illustration style. The final stag is to create an interactive book that integrates with smartphone applications to convey information about Indonesian Traditional Clothing children. The book is completed with interesting visual and peek-a-boo interactive that can be connected to a smartphone application as a supporting medium with audio features. Through this book design, children can get to know and be interested in Indonesian Traditional Clothing, so it can be known from the early age. Keywords: book; children; Indonesian traditional clothing; interactive


Author(s):  
FENDIK EKO PURNOMO ◽  
M A FIRMANSYAH

Robotics technology can be implemented into the elementary school curriculum with the presence of extracurricular robotics or better as robotics only. Robotics in students is taught to assemble and program simple robots packaged in robotics learning media. Robotics activities basically use wheelled robots but have different functions. With the basic assumption of the robot, we can reduce the cost of procurement by making a robot with one wheel but with various functions. The wheeled robot is portable, so it is easy to disassemble. Robotics activities in generaly uses an Arduino controller with the C programming language. Elementary school students have difficulty understanding the language. Ardublock as one of the easy and open-source solutions. This research focused on the working system of a wheeled robot with various features (line tracer, transporter, and wall tracking) as well as the success in using ardublock logic as the programming language of the robot. The results test show that the ardublock program can be used to program the Arduino controller on the robot. The wheeled robot with the line follower feature recorded a travel time of 6.0 seconds on a 200cm trajectory. The wheeled robot with a transporter feature on a 200 cm trajectory takes an average of 8.9 seconds with the success of lifting objects 7 times out of 10 attempts.


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