scholarly journals Klugee: Web-Based Application for Teaching Mathematics in English to Indonesian Elementary School Students

2021 ◽  
Vol 1 ◽  
pp. 141-155
Author(s):  
Bebasari Amiroh

Despite the advancement of digital technology, there is no application specializing in teaching mathematics in English for Indonesian elementary school learners. During the pandemic, teachers need online teaching media to assist them when teaching mathematics.  This article covers the project of teaching media creation for teaching Common Core mathematics to Indonesian elementary school students. The objectives of this project are creating web-based applications focusing to assist teachers to teach Mathematics in English for Indonesian Elementary students; and providing tools for the teachers in terms of material management such as curriculum and exercises; student management; and step-by-step guide during teaching in the classroom setting. Content and Language Integrated Learning (CLIL) is the teaching method supported by the teaching media. The results of the project are two web-based applications. The first application is the Learning Application which contains the mathematics teaching materials and student management. The second application is the Teaching Guide application, which contains the step-by-step-guide for teachers in CLIL classroom setting. The informal trials with 13 elementary students and 4 mathematics teachers as the participants showed positive results.

2018 ◽  
Vol 10 (1) ◽  
pp. 20-28
Author(s):  
Rikawarastuti Rikawarastuti ◽  
N. Ngatemi ◽  
Muhammad Yusro

AbstractEducation of oral and dental hygiene for elementary students is often constrained by the nature of children who are easily saturated, so that media and games need to be an interactive, interesting and fun simulation that entices their interest and curiosity in learning. The purpose of this research is to develop a web-based dental health ladder snake game for oral health education of the elementary school students in Indonesia. The analysis, design, development, implementation and evaluation model approach is applied and tested by material and media experts. In this study, the fifth grade elementary students were participated as a trial group, and they were asked to use the designed ladder snake game. Questionnaire about the feasibility of learning media ladder snake game using a Likert scale was developed. The feasibility test results showed that the material experts were 80% (very good), media experts were 75% (Good) and 83% (excellent) for elementary students.Keywords: Ladder snake game, dental health, multimedia designing.


2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Mehmet EMIN KORTAK

This research aimed at designing and improving the web-based integrated peer and self- assessment. WesPASS (web-based peer-assessment system), developed in this research, allows students to assess their own or their peers’ performance and project assignments and to report about the result of these assessments so that they correct their assignments. This study employed design-based research. The participants included 102 fourth grade primary school students and their 4 teachers from 2 state and 2 private primary schools in Ankara, Kecioren (Turkey) who employed the system and were engaged in a questionnaire survey to assess its quality. The findings were analyzed through quantitative data analysis. The findings revealed that the system can be used by elementary school students for peer and self-assessment system. The participants stated that WesPASS is simple and user-friendly, and it accelerates the assessment process by employing information technology and allows to share opinions 


2019 ◽  
Vol 10 (2) ◽  
Author(s):  
Nyai Cintang

Factual conditions require the development of teaching materials in thematic learning using a scientific approach to improve the available teaching materials. This study aims to: 1) examine the factual conditions for the use of teaching materials in thematic learning in the 2013 curriculum; 2) knowing the development of scientific based thematic teaching materials for fourth grade elementary students; 3) knowing expert judgment on the feasibility of scientific-based thematic teaching materials for fourth grade elementary students; 4) knowing the effect of the use of scientifically based thematic teaching materials on the learning achievement of fourth grade elementary school students; 5) knowing the teacher's assessment of learning using thematically based thematic teaching materials for grade IV elementary school students; 6) knowing the response of students to learning using thematically based thematic teaching materials for fourth grade elementary school students. This study uses Development Research with qualitative and quantitative research designs. The development process uses the 4-D model of Thiagarajan, Semel and Semel which has been modified to be the stage of defining, designing, and developing. Teaching materials that have been validated by experts get the category of "very valid and without revision" from expert responses and teacher evaluations with agreed criteria, student responses to the use of teaching materials in learning get very good responses from students. The results of the trials using the experimental design The Before And After Design show that there is an effect of the use of scientifically based thematic teaching materials on the learning achievement of PPKn; 2) there is the influence of the use of scientifically based thematic teaching materials on social studies learning achievements; 3) there is the influence of the use of scientifically based thematic teaching materials on the learning achievement of science. Scientific based thematic teaching materials for Grade IV Primary School students can be used in learning.


1985 ◽  
Vol 32 (9) ◽  
pp. 16-17
Author(s):  
Loye Y. (Mickey) Hollis

It was probably not a unique experience, but it sure was fun, and more important, fifteen elementary school teachers improved their skills for teaching mathematics and did away with some anxiety about the subject. While they were about it, these teachers also increased the achievement in mathematics of forty-five elementary school students and showed them that mathematics can be a lot of fun.


2018 ◽  
Vol 5 (2) ◽  
pp. 97
Author(s):  
Dadang Kurnia ◽  
Ani Nur Aeni

Cases of bullying among elementary school students are high, therefore need to get attention. This study reveals an indication of physical bullying that occurs in elementary students and its implications for moral education according to the guidance of Religion. The method used is survey and literature study with qualitative approach. Participants involved a number of 55 elementary school teachers in the Cirebon region, including districts and cities. The results showed that 1) almost half of the physical bullying indication occurred in primary school with the highest percentage is in punching and pinching behavior, while the smallest percentage of the strangling behavior, 2) moral education can be a therapy to change the bad behavior of physical bullying and can be used as an effort to prevent. 


2020 ◽  
Vol 8 (2) ◽  
pp. 96-106
Author(s):  
Marliani Herlina ◽  
Udin Saefudin Sa’ud ◽  
Disman Disman ◽  
Wahyu Sopandi ◽  
Nuke Puji Lestari Santoso

Elementary school students in general are still learning traditionally. Especially elementary school students learn entrepreneurship to train to create value innovations that are valuable independently. However, in this 4.0 era, many elementary students still run entrepreneurship in the traditional way by producing physical works, this is certainly because elementary school students do not experience development with the interference of technology. What should be elementary school students should have started to know technology early on. So, the purpose of this research is to empirically discuss how elementary school students are able to learn entrepreneurship digitally from an early age. With the iLearning method elementary school students are able to develop with a blend of technology 4.0 to create innovative results visually. The presence of the SEP (School Enrichment Program) system which is a bridge for elementary school students in learning entrepreneurship through learning so that they can improve their quality early on. In addition, the gamification techniques that exist in the system make elementary school students significantly more motivated in entrepreneurial learning. The sample data test results show that Cronbach's Alpha 0.702> 0.6 on the SEP system is significantly reliable.


2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Alfina Tri Buanawati ◽  
Risma Rahmawati ◽  
Zaiful Hidayat ◽  
Ratna Hidayah ◽  
Cucuk Budiyanto

Amid of the Covid-19 pandemic, our education should be continued. Therefore, the online learning was being implemented at home so the parents would have a role to make the learning continues. This article aims to analyze parents role in elementary students learning process during the Covid-19 pandemic. The research method is a qualitative approach with descriptive methods. Data obtained from a questionnaire consisting of 17 statements. The population in this study were parents of elementary school students who were affected by the Covid-19 pandemic as many as 60 respondents. The results of this study are the percentage of parents role in elementary school student learning during the Covid-19 pandemic. The conclusion of this article is that parents play a good role in elementary school student learning in the Covid-19 pandemic is as teachers, facilitators, motivators, and influencer. This article can be used as literature and other researchers development material.


2020 ◽  
Vol 1 (2) ◽  
pp. 77
Author(s):  
Rizka Novia Atmadani ◽  
Ika Ratna Hidayati

The purpose of this service activity is to introducing medicine from early age in order to introduce pharmacists and medicine to elementary school students. The lack of knowledge about medicines in the community begins with the provision of knowledge from an early age to elementary school students because they will later become adolescents and reduce drug abuse in the community as frequently happens to high school students or college students. The method of these activities is carried out by means of online learning using several platforms, including: class whatsapp group, google form, and youtube link. Before being given the material, a pretest and posttest was admitted at the beginning and end of the activity. There are two materials provided, first, introducing Pharmacist Profession and education for DaGuSiBu. The participants of this activity were elementary students of grade 4,5 and 6 SDN Losari. In addition, this service is expected to motivate students to have awareness and be able to supervise other classmates for practicing medicines properly.The results was found that the students received education related to the Pharmacist Profession and understood about DaGuSiBu (properly get, use, save, and throw away the medicines) with the results of the average pretest and posttest scores about Pharmacist of 7.08 and 7.23 respectively, meanwhile DaGuSiBu education was 6.20 for pretest and postest 7.18. So it can be concluded that there was increasing points in knowledge after being given education.


2018 ◽  
Vol 1 (02) ◽  
Author(s):  
Nurhayati Malau ◽  
Lusia Novita Sari Situmeang ◽  
Novita Marlina Damanik ◽  
Indriani Pasaribu ◽  
Imelda Imelda

Pengabdian Kepada Masyarakat ini merupakan Program Kreativitas Mahasiswa Pengabdian Kepada Masyarakat (PKMM) yang didanai kemenristekdikti tahun 2018. Khalayak sasaran dari pengabdian ini adalah siswa-siswi kelas 5 dan 6 SD Negeri 056035 Kecamatan Besitang. Kegiatan pembelajaran berbasis permainan tradisional di kelas telah dilaksanakan pada tanggal 2 juli 2018 hingga 28 juli 2018 yang diikuti oleh 20 peserta siswa/siswi SD. Dari hasil evaluasi diperoleh hasil dan manfaat dari kegiatan pengabdian ini diantaranya adalah membantu pihak SD Negeri 056035 Kecamatan Besitang dalam menumbuhkan minat siswa terhadap pelajaran matematika, membantu siswa untuk tertarik terhadap matematika sehingga dapat menumbuhkan kemampuan matematikanya dan meningkatkan kreatifitas siswa dalam bidang Matematika. Hasil dari pelaksanaan PKM menunjukkan bahwa proses pembelajaran dengan berbasis permainan tradisional berjalan dengan baik dan siswa mampu menggunakan permainan tradisional dalam proses pembelajaran.Kata kunci : Permainan Tradisional, Matematika, Siswa SDThis Community Service is a Community Service Student Creativity Program (PKMM) funded by Kemenristekdikti in 2018. The target audience of this service is the 5th and 6th grade students of 056035 State Elementary School in Besitang District. Traditional game-based learning activities in the classroom have been held on July 2 2018 to July 28 2018 attended by 20 elementary school students. From the results of the evaluation, the results and benefits of this service were obtained, including helping 056035 Public Elementary School in Besitang District to foster students 'interest in mathematics, helping students to be interested in mathematics so that they can develop their mathematical abilities and increase students' creativity in Mathematics. The results of the PKM implementation show that the learning process based on traditional games runs well and students are able to use traditional games in the learning process.Keywords: Traditional Games, Mathematics, Elementary Students 


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