scholarly journals Digital Literation Models Development Based School Culture to Improve Students' Life Skill in the 21st Century

2021 ◽  
Vol 13 (1) ◽  
pp. 307-316
Author(s):  
Mandra Saragih ◽  
Habib Syukri Nst ◽  
Rita Harisma ◽  
Ismail Hanif Batubara

This research aims to develop digital literacy model through a school culture-based. Digital literacy was chosen considering the development of information through digital media. This study used Research and Development (RD). The research step was to collect data and design a product in a literacy model design based on school culture. The components of developing a school culture-based digital literacy model consist of participants, select participants, a digital literacy program in the form of training, the content of digital literacy programs in the form of exercise, media, teaching materials, assessment, program socialization, implementation, evaluation and mentoring. This research is the design of a guideline for implementing a school culture-based digital literacy model that can be used in digital literacy activities in schools.

2021 ◽  
Vol 5 (2) ◽  
pp. 989-1002
Author(s):  
Melinda Safitri ◽  
Henny Dewi Koeswanti

Media pembelajaran merupakan suatu perangkat pembelajaran yang digunakan oleh seseorang untuk mempermudah dalam penyampaian materi ketika proses belajar mengajar. Media pembelajaran yang dibutuhkan pada era ini yaitu media pembelajaran berbasis digital. Media pembelajaran yang digunakan di SD N Kupang 1 masih konvensional, sehingga dibutuhkan media pembelajaran yang interaktif dan menarik. Tujuan dari penelitian ini yaitu untuk mengetahui tingkat validasi dari ahli materi dan ahli media. Jenis penelitian dan pengembangan media pembelajaran menggunakan metode Research and Development atau (R&D). Penelitian ini dilaksanakan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Namun pada penelitian ini tidak semua tahap dapat dilaksanakan dikarenakan adanya pandemi covid-19yang mengharuskan siswa belajar secara daring / online. Penelitian ini hanya sampai pada tahap pengembangan prosuk kemudian dilakukan uji validitas. Hasil validitas yang diperoleh dari ahli materi memperoleh persentase sebesar 67% dengan kriteria tinggi, sedangkan hasil validitas yang diperoleh dari ahli media memperoleh presentase sebesar 93% dengan kriteria tinggi. Berdasarkan presentase yang diperoleh Media Pembelajaran “KELAS BANGTAR” berbasis Adobe Flash untuk Meningkatkan Hasil Belajar Matematika kelas IV Sekolah Dasar dapat dikatakan layak unruk digunakan.


2021 ◽  
Vol 14 (2) ◽  
pp. e905
Author(s):  
Jordi Castellví Mata ◽  
Breogán Tosar Bacarizo ◽  
Antoni Santisteban Fernández

Critical citizenship education must consider the global and digital context in which we live. Digital media and global processes have a decisive influence on people’s daily lives. However, digital literacy programs rarely go beyond teaching technological skills. Similarly, critical thinking approaches to education focus on developing cognitive skills, omitting the weight of values and emotions in decision making. This research analyses Spanish secondary school students’ narratives and reflections about two publications on Twitter that present biased information to encourage undemocratic attitudes. The results show that most students are far from being critical of the information they read on the internet, and they easily fall into the trap of defending undemocratic discourses.


INFORMASI ◽  
2017 ◽  
Vol 47 (2) ◽  
pp. 149 ◽  
Author(s):  
Novi Kurnia ◽  
Santi Indra Astuti

Digital society nowadays faces various problems such as hoax or fake news, privacyviolation, cyberbullying, violence and pornography content, digital media addiction.The question is whether such problems are emerging because of there is no adequatedigital literacy in Indonesia? To answer this question, Jaringan Pegiat Literasi Digital(Japelidi, Network of Digital Literacy Activists) conducts a mapping research on digitalliteracy movement in Indonesia. This study involves 56 researchers from 26 universitiesin Indonesia. It maps out 342 digital literacy activities conducted in 9 cities in Indonesia.Some research findings are: universities are the main actor in literacy digital movement inIndonesia, public speaking forums are the most frequent digital literacy activities, maintarget group for digital literacy is the youth and schools are the best partners for digitalliteracy activities. Based on these findings, the study recommends some suggestions:to increase the digital literacy activities conducted by various actors in Indonesia, todevelop various methods of digital literacy programs, to widen the target groups, andto establish relationship with various partners not only schools, but also government,media and corporation. In addition, the study recommend that digital literacy should beimplemented in various levels: family, schools, and the state.Beragam persoalan seperti informasi hoaks, pelanggaran privacy, cyberbullying, konten kekerasan dan pornografi, dan adiksi media digital dianggap sebagai persoalan masyarakat digital terkini. Pertanyaannya, apakah problem tersebut muncul karena rendahnya literasi digital di Indonesia? Untuk menjawab pertanyaan tersebut, Jaringan Pegiat Literasi Digital (Japelidi) melakukan pemetaan gerakan literasi digital di Indonesia. Dengan metode desk study dan case study, penelitian melibatkan 56 peneliti dari 28 prodi yang berasal dari 26 universitas. Kajian mencakup 342 kegiatan literasi digital di 9 kota di Indonesia memetakan setidaknya 342 kegiatan. Temuan utama penelitian ini antara lain: perguruan tinggi adalah pelaku utama atau motor dalam gerakan literasi digital, sosialisasi adalah kegiatan yang paling sering dilakukan, kaum muda merupakan kelompok sasaran yang paling dominan, dan mitra yang paling adalah sekolah. Penelitian merekomendasikan perlunya lebih banyak pelaku kegiatan yang bukan berasal dari perguruan tinggi, pentingnya mengeksplorasi ragam literasi digital yang bersifat kreatif dan ‘empowerment’, perlunya memperluas target sasaran literasi digital supaya tidak hanya tertuju pada kaum muda saja, dan pentingnya kemitraan dengan berbagai pihak diperluas dan diperkuat, khususnya dengan pemerintah, media dan korporasi. Selain itu, peneliti merekomendasikan bahwa literasi digital harus diberikan dalam level keluarga, sekolah, dan negara. 


2022 ◽  
pp. 671-696
Author(s):  
Barbara Ellen Culatta ◽  
Lee Ann Setzer ◽  
Kendra M. Hall-Kenyon

Use of digital media in early childhood literacy programs offers significant opportunities for interaction, engagement, and meaningful practice of phonic skills—and also a few pitfalls. The purpose of this chapter is to review 1) considerations for use of digital media in early childhood settings, 2) selection of appropriate media to facilitate early literacy learning, and 3) inclusion of digital media as an integral component of early literacy instruction, rather than an add-on. With an emphasis on practical ideas and solutions for instructors, the authors draw on studies in which interactive, personalized ebooks and an early literacy learning app were used in conjunction with face-to-face, hands-on activities drawn from Project SEEL (Systematic and Engaging Early Literacy).


2020 ◽  
Vol 3 (2) ◽  
pp. 222-233
Author(s):  
Veronika Fany Monica Yuniarti ◽  
Nurul Anriani ◽  
Cecep Anwar H. F. Santosa

Abstrak: Penelitian ini bertujuan untuk menghasilkan aplikasi e-modul berbasis smartphone pada materi integral tak tentu berorientasi keterampilan abad ke-21 yang valid, praktis, dan efektif. Penelitian menggunakan metode Research and Development (R&D) dari Borg dan Gall yang dimodifikasi menjadi enam langkah. Hasil penelitian menyatakan bahwa hasil skor validasi ahli materi sebesar 4.2 termasuk kategori valid, ahli media diperoleh 3.8 termasuk kategori valid dan guru matematika diperoleh 3.7 termasuk kategori valid. Sedangkan hasil efektivitas diperoleh dari persentase ketuntasan 70% dengan kategori tinggi, dan n-gain sebesar 0,7682 termasuk kategori interpretasi tinggi. Lebih jauh, hasil praktis diperoleh 44.55 jumlah rata-rata skor pernyataan yang termasuk kategori sangat praktis dan 39.80 jumlah rata-rata skor pernyataan yang termasuk kategori praktis. Berdasarkan hasil tersebut maka dapat disimpulkan bahwa pengembangan aplikasi e-modul berbasis smartphone merupakan media yang valid, praktis, dan efektif. Abstract: The research aims to produce a valid, practical, and effective smartphone-based e-module applications 21st-century skills-oriented integral material. The Research method was developmental research (R&D) according to Borg and Gall which was modified into six steps. The results of the research show that the validity of material experts score is 4.2 (valid category), media experts obtained is 3.8 (valid category) and the mathematics teacher score is 3.7 (valid category). While the effectiveness results obtained from the percentage of completeness of 70% with a high category and n-gain of 0.7682 including the high interpretation category. As well as the practical results obtained 44.55 the average number of statements in the very practical category and 39.80 the average number of statements in the practical category. Based on these results it can be concluded that the development of smartphone-based e-module applications is a valid, practical, and effective medium.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2018 ◽  
Vol 8 (2) ◽  
pp. 72
Author(s):  
Dyan Falasifa Tsani

<p>Penelitian pengembangan ini dilatar belakangi karena peserta didik memerlukan bahan ajar yang praktis ketika dipelajari di dalam kelas maupun di luar kelas. peserta didik minim pendidikan karakter yang berhubungan dengan karakter religius dan kesopanan. Sehingga peneliti mengembangkan buku saku matematika berbasis pendidikan karakter yang bertujuan untuk meningkatkan prestasi belajar serta meningkatkan nilai karakter peserta didik. Penelitian ini merupakan jenis penelitian R &amp; D (research and development). Prosedur pengembangan buku saku menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini adalah peserta didik kelas X IPA 1 sebagai kelas eksperimen dan X IPA 2 sebagai kelas kontrol. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa buku saku matematika berbasis pendidikan karakter pada materi trigonometri valid dengan penilaian validator termasuk dalam kategori valid namun perlu sedikit revisi dengan presentase rata-rata sebesar 70,80%. Dan juga tanggapan peserta didik terhadap buku saku termasuk pada kategori sangat baik dengan pesentase 86,60%. Efektivitas buku saku terhadap prestasi belajar peserta didik didapatkan nilai rata-rata kelas eksperimen yaitu 86,52 dan nilai rata-rata kelas kontrol yaitu 79,97. Kemudian dilakukan uji t-test mendapatkan hasil = 2,248 &gt;  = 1,668 maka diterima. Artinya rata-rata kelas yang menggunakan buku saku matematika berbasis pendidikan karakter lebih baik daripada yang tidak menggunakan buku saku. Sedangkan hasil angket penilaian pendidikan karakter didapatkan sebesar 56,6 pada pertemuan pertama dan sebesar 71,4 pada pertemuan terakhir, sehingga diperoleh skor n-gain sebesar 0,34. Hal ini menunjukkan bahwa pembelajaran menggunakan buku saku matematika trigonometri berbasis pendidikan karakter efektif meningkatkan pendidikan karakter peserta didik dengan kategori sedang.</p>


2020 ◽  
pp. 230-239
Author(s):  
David Buckingham

Advocates of digital education have increasingly recognized the need for young people to acquire digital media literacy. However, this idea is often seen in instrumental terms, and is rarely implemented in any coherent or comprehensive way. This paper suggests that we need to move beyond a binary view of digital media as offering risks and opportunities for young people, and the narrow ideas of digital skills and internet safety to which it gives rise. The article propose that we should take a broader and more critical approach to the rise of ‘digital capitalism’, and to the ubiquity of digital media in everyday life. In this sense, the paper argue that the well-established conceptual framework and pedagogical strategies of media education can and should be extended to meet the new challenges posed by digital and social media.This article presents some reflections as an epigraph of the special issue "Digital learning: distraction or default for the future", whose final result has allowed us to group a set of critical research and analysis on the inclusion of digital technologies in educational contexts. The points of view presented in this epigraph is also developed in more detail in the book "The Media Education Manifesto" (Buckingham, 2019).


2020 ◽  
Vol 59 (1) ◽  
pp. 583-600
Author(s):  
Vinícius Vargas Vieira dos Santos

ABSTRACT With the increasing incorporation of digital media in 21st century societies, a paradigmatic phenomenon is occurring on the language issue: communicative practices have started being widely mediated by technology. Besides incorporating earlier technologies, such as radio and television, computers have enabled users, who were mere passive recipients, to become information emitters as well. Starting from the principle pointed out by Marshall McLuhan (1964) that the medium controls the scales and actions configured in language, this paper seeks to understand the scalar levels of new technologies contexts and how they reverberate on meditated linguistic practices. Digital media are considered here as their own computational designs, communication channels that, far from being neutral, are previously set by large computational companies and, therefore, present ideologies and already configured forms of interaction, stimulating semiotic and pragmatic dimensions of language, reflecting on aspects of culture and, consequently, on political life.


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