3 Simulation Learning in the Legal Academy

2021 ◽  
pp. 49-67
Keyword(s):  
2021 ◽  
Vol 14 (2) ◽  
pp. 88
Author(s):  
Shobiroh Ulfa Kurniyawati ◽  
Andi Prastowo

Abstrak : Penelitian ini bertujuan untuk mengetahui apakah model pembelajaran simulasi berbasis TIK dapat memberikan kontribusi terhadap kemampuan berpikir logis siswa kelas IV SD/ MI dalam pembelajaran matematika ?. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir logis siswa dalam pembelajaran matematika serta persepsi siswa terhadap pembelajaran matematika yang sulit dipahami dan menakutkan, sehingga dihadirkan sebuah inovasi dengan memanfaatkan model simulasi berbasis TIK. Metodologi yang digunakan dalam penelitian ini adalah metode kualitatif deskriptif dengan desain penelitian kepustakaan (library research), sedangkan teknik pengumpulan data dilakukan dengan mencari berbagai dokumentasi dari beberapa jurnal yang relevan dengan penelitian ini, kemudian dianalisis dan diambil kesimpulan. Jurnal yang digunakan adalah  terbitan sepuluh tahu terakhir yaitu mulai tahun 2010-2020. Hasil peneltian ini menunjukkan bahwa model simulasi berbasis TIK yang diterapkan dalam pembelajaran dapat memberikan kontribusi terhadap kemampuan berpikir logis siswa, dengan kata lain model pembelajaran simulasi berbasis TIK dapat menumbuhkan kemampuan berpikir logis siswa kelas IV SD/ MI. Hal ini dapat dilihat dari analisis 33 artikel yang relevan dengan penelitian ini, sehingga dapat dipakai dalam menentukan kesimpulanKata Kunci : simulasi, tik, berpikir logisAbstract :This study aims to determine Whether the ICT-based simulation learning model can contribute to the logical thinking skills of grade IV SD/ MI students in mathematics learning. This research is motivated by the low ability of students to think logically in mathematics learning and students’ perceptions of learning mathematics which is difficult to understand and scary, so that an innovation is presented by utilizing an ICT-based simulation model. The methodology used in this research is descriptive qualitative method with library research desaign, while the data collection technique is done by looking for various documentation from several journal relevant to this research, then analyzed and conclusions drawn. The journal used are those of the last ten years, starting from 2010-2020. The results of this study indicate that the ICT-based simulation model applied in learning can contribute to student’s logical thinking skills, in other words, the ICT-based simulation learning model can foster logical thinking skills in grade IV SD/ MI students. This can be seen from the analysis of 33 articles relevant to this research, so that it can be used in determining conclusions.Keywords : simulation, ict, logical thinking


2021 ◽  
Vol 40 (2) ◽  
pp. 495-507
Author(s):  
Muhamad Ahsan ◽  
Aun Falestien Faletehan

One of the ways to raise an entrepreneurial spirit through learning processes is the use of game simulation. Learning materials delivered using game simulation are expected to improve knowledge, understandings, and insights related to entrepreneurship. This study aimed to examine individual’s understanding of game-based entrepreneurship learning based on the expressions of like and dislike. Data of this study were collected by means of an open-ended questionnaire through a survey conducted for nine years (2011-2019). As many as 441 students participated in the entrepreneurship game called “Start and Improve Your Business (SIYB)” at a university in Indonesia. The collected data were analyzed qualitatively using NVivo 12plus. The results showed that participants liked the game because it could increase their entrepreneurial passions, skills, insights, and mindsets. However, what participants did not like about the game was related to its’ characteristics, the personal issues that it came out with, and the teamwork in the game. This study contributes to the development of a game-based entrepreneurship learning model by identifying participants' interests and discussing the strengths and weaknesses of the game implementation.  


2018 ◽  
Vol 16 (2) ◽  
pp. 135-148
Author(s):  
Barnawi Barnawi

Abstract: Potency of the high absorption obtained if learning in effective. Effective learning occurs when students are placed as individual active and direct contact with the subject matter. This research aims to reduce the limitations of the tool (a computer or laptop) and maximizing existing facilities (hand phone) with the aim of achieving effective learning that puts students as subjects of learning. This study is a research field for conducting comparative academic performance of two models of learning. The first learning model is simulation learning and the second model is self-learning via mobile facility. Self-learning materials in this research is the material in the form of video 3GP and transferred to the student’s mobile. The research population is 85 students and a sample taken by 70 students. The data in this study is the performance of students from simulation learning model and self- learning model based 3GP video. Data analysis using inferential statistical, namely the t-test. Data analysis was performed after the fulfillment of the requirements for normality of data. The results of hypothesis testing obtained the results as following: The value t count bigger than t table (5.957> 2.025). Thus Ha is received and Ho is rejected (significance below or equal to 0.05 so Ha is received). Means that there are significant differences between simulation learning model and self-learning model based 3GP video. Keywords: Learning Media, 3GP Video.


2018 ◽  
Vol 13 (4) ◽  
pp. 405-410
Author(s):  
O.O. Starets ◽  
N.V. Kotova ◽  
K.O. Loseva ◽  
O.V. Fedorenko
Keyword(s):  

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