Using Digital Storytelling to Inform Students About Bullying: Results of a Pilot Program

Author(s):  
Emmanuel Fokides

The study presents the results of a pilot program in which digital storytelling was used in order to inform fourth-grade students about bullying. The constructivist principles concerning the learning process, and in particular, the requirement of students' active participation, provided the necessary framework. Students created their own digital stories about bullying, while the researcher, although present, avoided to intervene, to guide or to lecture students to a great extent. The intervention was short in duration and easily applied, without altering the school's timetable. Qualitative analysis of the data indicates that, through their digital stories, students were able to grasp the main aspects of bullying and how they should react, but the role of bystanders was unclear to them. The results of the study might prove useful in the formation of a more comprehensive anti-bullying program.

Author(s):  
Emmanuel Fokides

The study presents the results of a pilot program in which digital storytelling was used in order to inform fourth-grade students about bullying. The constructivist principles concerning the learning process, and in particular, the requirement of students' active participation, provided the necessary framework. Students created their own digital stories about bullying, while the researcher, although present, avoided to intervene, to guide or to lecture students to a great extent. The intervention was short in duration and easily applied, without altering the school's timetable. Qualitative analysis of the data indicates that, through their digital stories, students were able to grasp the main aspects of bullying and how they should react, but the role of bystanders was unclear to them. The results of the study might prove useful in the formation of a more comprehensive anti-bullying program.


Author(s):  
Yetty Fatri Dewi ◽  
Rayandra Asyhar ◽  
Bambang Hariyadi

The purpose of this study was to develop an instrument to measure the knowledge and skills of fourth grade students in conducting scientific activities on the sub-theme of animals and plants around my house. The instrument consists of a number of items that lead the students to scientific activities (e.g.observe, ask, gather information, process and communicate information) that is equipped by a scoring rubric. The development model used is a model 4-D consists of 4 stages, namely define, design, develop, and desimanate. The validation and limited testing result shows that the scientific approach based-assessment instrument is feasible to use. The developed instruments can be used to evaluate the learning process and assists teachers in developing the competences of the students’s knowledge and skills in conducting scientific activities.


2020 ◽  
Vol 28 (1) ◽  
Author(s):  
Diana Vatsova ◽  
◽  
◽  

The article discusses one of the areas of the literary education of students in the initial stage of primary education: developing interest in reading. The timeliness and relevance of the problem treated determine the purpose of the study: based on international pedagogical experience, to define a model that increases the interest in reading within the competency-based approach, and highlight the role of motivation as a building element of this model. Analyses of the structure of motivation for reading, and the means of integration of cognitive processes and creativity when working with artistic text are done, being the aim to increase the motivation for reading of first to fourth grade students.


2018 ◽  
Vol 6 (2) ◽  
pp. 101
Author(s):  
Hery Setiyawan

Abstrak Penelitian ini bermaksud mengembangkan dan mengimplementasikan permainan bingo matematik untuk meningkatkan keterampilan berhitung operasi pecahan siswa SD. Selain itu penelitian ini akan mendeskripsikan hasil belajar, aktivitas belajar respon siswa dalam pembelajaran matematika dengan menggunakan permainan bingo matematik. Metode yang digunakan dalam penelitian ini adalah metode permainan bingo matematik dengan subjek dalam penelitian ini adalah siswa kelas 4 SDN Pakis V Surabaya. Hasil yang didapat dari penelitian ini berupa data aktivitas siswa yang dikumpulkan menggunakan lembar pengamatan aktivitas siswa yang menunjukkan bahwa siswa aktif dalam mengikuti pembelajaran. Data respon siswa yang dikumpulkan melalui angket terhadap pembelajaran dengan menggunakan metode permainan bingo matematik adalah positif. Data hasil belajar siswa menggunakan tes hasil belajar yang menentukan ketuntasan belajar baik individu maupun klasikal Aktivitas rata-rata peserta didik aktif lebih besar dari rata-rata aktivitas peserta didik pasif (66,44% > 52,62%), respon yang ditangkap oleh siswa kelas IV SDN Pakis 5 Surabaya selama proses pembelajaran menggunakan metode permainan bingo matematik adalah positif dan memiliki minat dalam mengikuti pembelajaran. Hasil perolehan belajar siswa kelas IV SDN Pakis 5 Surabaya selama proses pembelajaran menggunakan metode permainan bingo matematik adalah sebesar 89,18% sehingga secara klasikal dapat dinyatakan tuntas. Kata kunci: Operasi hitung pecahan, metode permainan bingo matematik, hasil belajar siswa sekolah dasar. Abstract This study intends to develop and implement mathematical bingo games to improve numeracy skills of elementary school students fractional operations. In addition, this study will describe the results of study before, after and learning activities of students in the learning of mathematics using mathematical bingo game. The method used in this research is the method of mathematical bingo game with the subjects in this study is the 4th grade students of SDN Pakis V Surabaya. The results obtained from this research is a student activity data were collected using observation sheet student activity indicating that the student is active in the following study . Student response data were collected through questionnaires to learning by using mathematical methods bingo game is positive. Data of student learning outcomes using achievement test that determines whether individual mastery learning and classical Activities average active learners greater than average activity passive learners (66,44% > 52,62%), responses were captured by fourth grade students of SDN Pakis 5 Surabaya during the learning process using mathematical methods bingo game is positive and has an interest in participating in learning. The result of the acquisition of the fourth grade students of SDN Pakis 5 Surabaya during the learning process using mathematical methods bingo games amounted to 89.18 %, so the classical can be declared complete.


2019 ◽  
Vol 2 (2) ◽  
pp. 192
Author(s):  
Chamsriana Chamsriana

This study aims to look at the attitude of creative appreciation of students in studying literature to improve students' psychiatric responses to literature in Indonesian students. The design of this study is classroom action research with three cycles. The research subjects are fourth grade students with a total of 25 people. The results showed the attitude of students' creative appreciation in interpreting behavior, the nature of sensitivity and capturing ideas of literary works can be raised in students slowly during the learning process and increase every cycle. Then the students' psychological responses in interpreting behavior, the nature of sensitivity and capturing ideas of literary work can motivate students both internally and externally so that results are improved.


2021 ◽  
Vol 4 (2) ◽  
pp. 195
Author(s):  
Lari Andres Sanjaya ◽  
Eka Amelia Putri ◽  
Firmanul Catur Wibowo ◽  
Dimas Kurnia Robby ◽  
Ratna Widayanti Puspa D

ABSTRACTThe role of learning media becomes very important in the period of distance learning to connect educators with learners. Therefore, the selection and use of learning media when Learning from Home (BDR) takes place will have an impact on the learning process that occurs. One of the practical and easy to use multimedia for BDR is Digital Storytelling. This article will present the results of research that produces digital storytelling of physics (DiSPhy) learning media that is equipped with science literacy and STEM projects. This research was conducted by the Research & Development (R&D) method which refers to the ASSURE steps. The resulting DiSPhy is tested directly to educators and learners using likert-scale questionnaire instruments. This research succeeded in producing digital learning media products in the form of DiSPhy equipped with decent science literacy as a medium of distance learning physics.Keywords: digital storytelling of physics, science literacy, learning from homeABSTRAK Peran media pembelajaran menjadi sangat penting pada masa pembelajaran jarak jauh untuk menghubungkan pendidik dengan peserta didik. Oleh karenanya, pemilihan dan penggunaan media pembelajaran saat Belajar dari Rumah (BDR) berlangsung akan berdampak pada proses pembelajaran yang terjadi. Salah satu multimedia yang praktis dan mudah digunakan untuk BDR adalah Digital Storytelling. Artikel ini akan memaparkan hasil penelitian yang menghasilkan media pembelajaran Digital Storytelling of Physics (DiSPhy) yang dilengkapi soal literasi sains dan proyek STEM. Penelitian ini dilakukan dengan metode Research & Development (R&D) yang mengacu pada langkah-langkah ASSURE. DiSPhy yang dihasilkan diuji secara langsung kepada pendidik dan peserta didik dengan menggunakan instrumen angket skala likert. Penelitian ini berhasil menghasilkan produk media pembelajaran digital berupa DiSPhy dilengkapi dengan soal literasi sains yang sangat layak sebagai media pembelajaran jarak jauh fisika.Kata kunci: digital storytelling of physics, literasi sains, belajar dari rumah


Author(s):  
Sinan Kaya

The purpose of this chapter is, as a self-regulated learning tool, to focus on digital storytelling by uncovering relationship between digital storytelling and self-regulated learning process/based on research findings made in the its field. Within this focus, firstly, concept of digital storytelling was theoretically addressed; researches made in learning-teaching for use have been presented; later, self-regulated learning processes and strategies have been defined and given examples. Finally, research findings on the use of digital stories as self-regulated learning tools have been shared.


2020 ◽  
Vol 22 (1) ◽  
pp. 79-94
Author(s):  
Laura Mazzoli Smith

This paper commences from a critique of the generalised discourse of individualistic capacities in widening participation to higher education. It examines the potential of digital stories to diversify understandings of progression to higher education as a reflexive learning process for participants and institutions alike, by considering one cohort of students participating in a digital storytelling award at a university in the North of England. The concepts of narrative imagination, narrative learning and reflective referentiality are utilised to advance a theoretically informed argument for the potential of this methodology, given the position set out in the paper that the impact of digital stories such as these is unlikely to be transparent or easily measurable in the positivist language of much widening participation practice. The digital storytelling methodology invites a more nuanced consideration of student voice than usually pertains in widening participation, with potential to diversify a reductive discourse of under-represented groups.


2020 ◽  
Vol 4 (1) ◽  
pp. 29-42
Author(s):  
Muhammad Mushfi El Iq Bali

The study aimed to improve the learning activeness of fourth-grade students through the application of the Two Stay Two Stray learning model. This research design is qualitative research. The instrument of data collection uses observation of teacher and student activities and interviews. The results of the study indicate that: this learning model must form groups of 4 people. Then discuss with the group that has been determined. After discussing, two people from each group visited other groups to get information on the results of discussions from each group. While the task of two members who settled in their group must give the results of their discussion to other groups. The learning process using the learning model Two Stay Two Stray can improve the learning activeness of fourth-grade students of MIN 1 Probolinggo. By using this learning model, students become enthusiastic in learning and they are no longer passive because each individual has their respective duties, so this learning model is declared successful in increasing student learning activeness.


2019 ◽  
Vol 7 (1) ◽  
pp. 51
Author(s):  
Jusmawati Jusmawati ◽  
Eka Fitriana HS

Teachers and students activity are important things in learning process. This research aimed to know the improving of mathematics learning to the fourth grade students of SD Inpres Bangkala III Makassar by using  SFAE learning model. Method of research was classroom action research in which this research applied mix method. This research was an assesment of some learning activity through four stages, namely planning, implementing, observing and reflecting. These stages were combine into each cycle. The subject of research was the fourth grade students of SD Inpres Bangkala III Makassar as 31 students including 12 male students and 19 female students. The observation of teachers and students was analyzed  by using descriptive quantitatve statistically. The result of research showed that teachers and students activity did not fulfill criteria in cycle I. Whereas cycle II showed that there was a good criteria classically.


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