scholarly journals Analisis Kebutuhan Pengembangan Media Pembelajaran Berbasis Cartoon dalam Pembelajaran IPA pada Materi Lingkungan Kelas III SD

2020 ◽  
Vol 2 (2) ◽  
Author(s):  
Muhammad Richsan Yamin ◽  
Karmila Karmila

Abstract. The implementation of the industrial revolution 4.0 policy had a significant impact on the achievement of several strategic fields to support government programs in advancing Indonesia primarily in the field of Education as a basis in science and supporting the technological development process in the field of Education. The 4.0 industrial revolution policy in the field of Education is used to be able to maximize learning media in supporting the learning process so that it gives an impact on the understanding of the murky and is mainly able to implement the knowledge in daily life. The use of cartoon media in the learning process is a form of progress in the field of Education, cartoon media is used as a medium in the learning process to provide interest to the murmur of elementary schools to easily understand the information conveyed through cartoon shows as a learning media in science learning, especially in discussions environment. The impact of the use of cartoon as a learning medium for elementary school students has a pretty good impact on understanding how to protect the environment, so the results of this study directly have a positive impact on the development of elementary school students thinking about the environment and ways to preserve the environment in learning Science. Keywords: learning media, cartoon, environment

Author(s):  
Xana Sá-Pinto ◽  
Alexandre Pinto ◽  
Joana Ribeiro ◽  
Inês Sarmento ◽  
Patrícia Pessoa ◽  
...  

While several researchers have suggested that evolution should be explored from the initial years of schooling, little information is available on effective resources to enhance elementary school students’ level of understanding of evolution by natural selection (LUENS). For the present study, we designed, implemented and evaluated an educational activity planned for fourth graders to explore concepts and conceptual fields that were historically important for the discovery of natural selection. Observation field notes and students’ productions were used to analyse how the students explored the proposed activity. Additionally, an evaluation framework consisting of a test, the evaluation criteria and the scoring process was applied in two fourth-grade classes to estimate elementary school students’ LUENS before and after engaging in the activity. Our results suggest that our activity allowed students to effectively link all of the key concepts in the classroom and produced a significant increase in their LUENS. These results indicate that our activity had a positive impact on students’ understanding of natural selection. They also reveal that additional activities and minor fine-tuning of the present activity are required to further support students’ learning about the concept of differential reproduction. We also observed a low level of teleological predictions for both pre- and post-tests.


Author(s):  
Rizal Ahmad Fauzi

In the era of the industrial revolution 4.0, technology has developed very rapidly. This is felt by every element of society, from parents, adults to children. A positive impact will be felt if its use is in accordance with needs. But, it is different from children who play gadgets based on fun or just play games all the time. It will have an impact on the growth of children and their social and social life which will be hampered. The purpose of this study is to find out how Pokemon GO can increase children's motivation in outdoor education activities in physical education programs. The experiment was conducted in one treatment for 50 elementary school students. They are grade 3 elementary school students from one of the schools in West Java-Indonesia. All respondents were given permission by their parents and school teachers to take part in this study. The results obtained, 86% of students liked and motivated to do outdoor activities using Pokemon GO and 14% did not like for various reasons, including: (1) 2 students felt tired to do physical activities, (2) 5 students did not allowed to play games on smartphones so they don't like to play games. AbstrakDi era revolusi industri 4.0, teknologi telah berkembang sangat pesat. Hal ini dirasakan oleh setiap elemen masyarakat, baik dari orang tua, dewasa hingga anak-anak. Dampak positif akan terasa jika penggunaannya sesuai dengan kebutuhan. Tapi, berbeda dengan anak-anak yang bermain gadget berdasarkan kesenangan atau hanya bermain game setiap saat. Hal itu akan berdampak pada pertumbuhan anak-anak dan kehidupan sosial-sosial mereka yang akan terhambat. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana Pokemon GO dapat meningkatkan motivasi anak-anak pada aktivitas outdoor education pada program pendidikan jasmani. Percobaan dilakukan dalam satu perlakuan untuk 50 siswa sekolah dasar. Mereka adalah siswa sekolah dasar kelas 3 dari salah satu sekolah di Jawa Barat-Indonesia. Semua responden telah diberikan izin oleh orang tua dan guru sekolah mereka untuk mengambil bagian dalam penelitian ini. Hasil yang diperoleh, 86% siswa menyukai dan termotivasi untuk melakukan kegiatan di luar ruangan dengan menggunakan Pokemon GO dan 14% tidak seperti karena berbagai alasan, di antaranya: (1) 2 siswa merasa lelah untuk melakukan aktivitas fisik, (2) 5 siswa tidak diizinkan untuk bermain game di smartphone sehingga mereka tidak suka bermain game. 


2021 ◽  
Vol 5 (1) ◽  
pp. 45
Author(s):  
Deri Fadly Pratama ◽  
Jajang Bayu Kelana ◽  
Galih Dani Septian Rahayu

This research was conducted in general with the aim of analyzing the 7 poe atikan of character education in elementary schools (SD) in an effort to prevent corrupt behavior in elementary school children. The specific purpose of this study was to find out all students who know about corruption in elementary school age children and to know the impact of character education on corrupt behavior among elementary school students. This research was conducted using a qualitative descriptive method with instruments used in the form of questionnaires and interviews. The subjects in this study were 30 students of grade V SDN 8 Ciseureuh Kahuripan Pajajaran. The results of this study indicate that grade V students have seen several activities in daily life including positive and negative attitudes related to corrupt behavior and character education which have a positive impact on students 'understanding related to students' understanding of corrupt behavior and methods. avoid the behavior. The conclusion from this research is that 7 points of character education can have a positive impact in preventing corrupt behavior among elementary school students.


Author(s):  
Emilius German

Learning a foreign language can effectively take place in childhood, which is usually called the golden period. However, recent data shows the number of problems faced by elementary school students. One of the main problems identified is oral competency. This is due to a lack of teachers’ knowledge of teaching methods. The primary objective of this study is to identify whether the implementation of an activity-based learning (ABL) method can improve students’ speaking skills at the Elementary School level. Classroom action research with two cycles was used to investigate the impact of the method at Permata Bangsa Elementary school. The data was collected through observation on 17 students while doing activities and tests administered at the end of each cycle to obtain the result of the learning process. The data obtained were then compared, and the results show the influence on students’ improvement in speaking. Thus, the implementation of ABL at the elementary school can significantly enhance students’ oral competency.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Widi Harawi Rizqi Nasution ◽  
Amanda Syahri Nasution

The ability to use technology in the era of the Industrial Revolution 4.0 is something everyone should have. Likewise in the field of education, teachers and students can use technology as part of the media used during the learning process. Learning by utilizing technology as learning media is expected to give a pleasant, challenging, and interactive impression that contributes to the abilities of elementary school students. One of the abilities of elementary school students that are expected to develop is critical thinking skills. Critical thinking skills are the ability to observe, analyze, and evaluate previously acquired knowledge based on logical reasoning. Critical thinking skills can be developed with the help of learning media. One of the technology-based learning media that can be used is Quizizz. Quizizz is a web tool or smartphone-based application that can create interactive quizzes in the form of games used in the learning process both in and/or outside the class or in distance learning. Therefore, Quizizz is expected to contribute to the development of students’ critical thinking skills in elementary schools, especially in science learning.


PALAPA ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 199-209
Author(s):  
Nurhayati Mardhatilla ◽  
Ramdhan Witarsa ◽  
Nurhaswinda Nurhaswinda

This study aims to determine and described the learning creativity of elementary school students using the number head together learning model. This research method is a literature review research method. The stages of this literature review are data collection, data reduction, data display, discussion, and conclusions. The results showed that from 17 articles published from 2010-2020 about the number head together learning model and learning creativity of elementary school students, there were 2 articles that matched these variables. The number head together learning model can increase the learning creativity of elementary school students. The novelty of this research is the connection between one article and another that discusses the same topic. The impact of the results of this study is the increasing number of literature review studies to reinforce existing theories.


1998 ◽  
Vol 19 (1) ◽  
pp. 27-51 ◽  
Author(s):  
Min Liu

Promoting creative thinking in children has been an issue of critical importance to educators. Research shows that appropriate uses of computer programs such as word processing, computer imaging, and Logo programming have the potential to enhance children's creativity. Little is known, however, about the impact of hypermedia technology on children's creative thinking. This study examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. It was found that after engaging in an extended period of hypermedia authoring, the fourth graders increased their creativity scores in a number of areas. The low and intermediate ability students appeared to benefit from the hypermedia authoring environment more than the high ability students and working collaboratively on the hypermedia authoring projects enabled students to demonstrate higher creativity scores than when working individually. The findings are consistent with research on hypermedia and creativity with Logo in showing that by offering a new dimension for expressing thoughts and encouraging novel ways of presentation, hypermedia authoring is another way to facilitate children's cognitive development and promote their motivation toward learning.


2019 ◽  
Vol 15 (2) ◽  
pp. 73-84
Author(s):  
Cecilia Novianti Salsinha ◽  
Eva Binsasi ◽  
Elinora Naikteas Bano

[Bahasa]: Salah satu metode pembelajaran yang cocok digunakan untuk operasi perkalian adalah metode jarimatika. Metode ini diberikan kepada siswa SD di Kefamenanu mengingat berdasarkan data Badan Pusat Statistik (BPS), Kefamenanu telah memiliki empat perguruan tinggi namun masih banyak siswa yang belum memiliki kemampuan berhitung cepat. Kelebihan metode jarimatika adalah tidak memerlukan alat peraga dan hafalan karena perhitungan dilakukan dengan memanfaatkan jari tangan sehingga diharapkan operasi hitung perkalian dapat lebih mudah dipahami, menyenangkan, dan tidak membebani memori otak siswa. Tujuan kegiatan pengabdian ini adalah untuk meningkatkan kemampuan berhitung siswa sekolah dasar. Kegiatan ini dilaksanakan di SDN Neonbat Kefamenanu, Nusa Tenggara Timur (NTT) dengan subyek pengabdian seluruh siswa kelas V yang berjumlah 60 orang. Pengabdian dilaksanakan dalam bentuk workshop yang dibagi menjadi 2 hari. Pelaksanaan hari pertama fokus pada review kemampuan dasar siswa yang meliputi perkalian 1-5 dan dilanjutkan dengan perkenalan teknik berhitung cepat dengan jarimatika untuk perkalian 6-10 dan 11-15. Pengabdian dilanjutkan pada hari kedua yaitu review materi pada hari sebelumnya dan penyampaian teknik berhitung cepat untuk kelompok 16-20 yang diakhiri dengan pemberian latihan. Kegiatan pengabdian tidak hanya berhenti pada workshop tetapi dilanjutkan dengan pendampingan terhadap siswa yang dipilih sebanyak 20 orang. Kegiatan pendampingan ini memberikan dampak positif terhadap hasil belajar yang diperoleh siswa. Hal ini dapat dilihat dari peningkatan nilai rata-rata pada pre-testsebesar 55,84 dan pada post test sebesar 75. Kata Kunci: berhitung cepat; metode jarimatika; perkalian; sekolah dasar [English]: One of the appropriate methods to learn multiplication is Jarimatika. It was given to elementary school students in Kefamenanu which, based on data from statistical central agency (BPS), has four colleges but there are still many students who do not have rapid counting skills. The advantage of this method is not requiring learning tools and memorization because calculations are done by utilizing the fingers so that the expected counting operation of multiplication can be more easily understood, enjoyable, and does not overload students’ memory. The purpose of this community service program was to improve the counting skills of elementary school students. It was held at SDN Neonbat Kefamenanu, East Nusa Tenggara (NTT) involving 60 5th-grade students. The program was carried out in two-day workshop. The first day focused on the review of students ' basic ability which includes multiplication 1-5 and continued with the introduction of quick counting techniques with Jarimatika for multiplication 6-10 and 11-15. The second day was to review the previous day and introduce the rapid counting technique for multiplication 16-20. This program did not only end with the workshop but also continued with the assistance of 20 selected students. This assistance provided a positive impact on the results students get which can be seen from the increasing average score: 55,84 in the pre-test then increased to 75 in the post-test. Keywords: fast counting; jarimatika method; multiplication; elementary school


2020 ◽  
Vol 4 (2) ◽  
pp. 152-157
Author(s):  
Faizal Chan ◽  
Agung Rimba Kurniawan ◽  
Siti Kalila ◽  
Fiki Amalia ◽  
Devi Apriliani ◽  
...  

Abstract The purpose of this study is to describe the impact of bulliying on the confidence of elementary school students ". The impact of bullying can affect students' psychological development. Another impact of victims of bullying can be an offender for others. The research method used in this study is qualitative. This type of research used in this study is a purposive study because researchers feel the sample taken is most knowledgeable about the problem to be examined by the researcher. Based on the results of the study it can not be seen directly the impact of victims of bullying, but psychologically the victims of this bullying experience pressure. Even in some cases, victims of bullying do not have confidence. 


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