digital story
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2021 ◽  
Vol 6 (1) ◽  
pp. 1-6
Author(s):  
Iis Hidayati ◽  
Wahyu Sukartiningsih ◽  
Umi Anugerah Izzati

Penelitian ini bertujuan untuk: Mendeskripsikan proses pengembangan digital story telling untuk menumbuhkan kebiasaan anak minumair; Menghasilkan produkpengembangan digital story telling untuk menumbuhkan kebiasaan anak minumair dan; Menghasilkan produk pengembangan digital story telling untuk menumbuhkan kebiasaan anak minumair. Berdasarkan hasil analisis data, dapat disimpulkan bahwa pengembagangan digital storytelling untuk menumbuhkan kebiasaan anak minum air meliputi tiga hal, yaitu Pengembangan digital storytelling untuk menumbuhkan kebiasaan anak usia minum air memenuhi kelayakan  dengan hasil  validasi dari tiga validator ahli yang meliputi  materi isi dengan skor 75,71 %, materi teknik storytelling skor 82,14 %,materi desain pengembangan digital storytelling skor 72,85 % dengan kategori sangat berkualitas; Pengembangan digital storytelling untuk menumbuhkan kebiasaan anak  minum air merupakan hasil pengembangan  media pembelajaran yang dapat membantu daring online guru disaat pandemi untuk tetap dapat mengedukasi yang menarik minat anak dan meningkatkan motivasi wawasan anak dan orang tua akan  pentingnya menumbuhkan kebiasaan minum air sejak dini dan; pengembangan digital storytelling untuk menumbuhkan kebiasaan anak  minum air cukup praktis dan efektif diimplementasikan karena dikemas dalam bentuk kanal youtobe,sehingga mudah di akses dengan mudah saat ini.


Author(s):  
Hellien J Loppies ◽  
Hendrik Jacob Maruanaya ◽  
Marcy Saartje Ferdinandus

Pengembangan bahan ajar Bahasa Inggris pada level Pendidikan SMP/SMA/SMK dengan pemanfaatan potensi teknologi komunikasi dan media internet merupakan isu penting dalam pengembangan profesionalisme guru pada abad ke 21 sekarang ini. Menyikapi hal ini, tim PPM (Pemberdayaan dan Pembelajaran Masyarakat) pada program studi Pendidikan Bahasa Inggris, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pattimura telah melaksanakan kegiatan pelatihan pengembangan bahan ajar Bahasa Inggris bagi guru-guru Bahasa Inggris pada kelompok MGMP SMP/SMA/SMK pada Kabupaten Seram Bagian Barat (SBB) Provinsi Maluku. Pelaksanaan pelatihan ini dilaksanakan sebagai respon terhadap kebutuhan peningkatan kapasistas guru Bahasa Inggris untuk mengembangkan bahan ajar berbasis Digitial Visual Literacy yang merupakan keterampilan penting yang perlu dimiliki guru untuk memfasilitasi proses belajar Bahasa Inggris yang bermakna dan komunikatif. Pelatihan ini telah dilakukan dalam tiga tahap kegiatan, yaiut; persiapan, pelatihan dan pendampingan. Kegiatan pelatihan dilakuan dalam bentuk pelatihan dalam jariangan (daring). Hasil dari kegiatan pelatihan ini menyimpulkan bahwa guru Bahasa Inggris memiliki tanggapan positif dan responsive terhadap pengembangan bahan ajar berbasis Visual literacy. Guru-guru Bahasa Inggris juga memiliki motivasi yang tinggi dalam mengembangkan bahan ajar dengan aplikasi Digital Story Book dan Model Photo story.  


2021 ◽  
Vol 55 (3) ◽  
pp. 550-567
Author(s):  
Zheng Zhang ◽  
Wanjing Li

This research investigated potentials of bilingual digital story making to engage the creativity of 13 Canadian and Chinese biliteracy learners aged 11–15. Findings in this paper draw on six focal participants and their digital story creation. Informed by asset-oriented multiliteracies, new media literacies, and new materialism, this research adopted a netnography methodology to explore the communal and sociomaterial practices embedded in the intra-actions of human, matter, and virtual spaces of Seesaw and Skype. Drawing on data from six focal students, findings relate how intra-actions among researchers, teachers, students, matters, and spaces shaped participants’ creative acts. This research adds to the knowledge of developing and applying material-informed pedagogies which attend to the enacted agency among teachers, students, materials, and spaces.


Author(s):  
Poni Ariramdani Fariansyah ◽  
I Wayan Santyasa ◽  
Ni Ketut Rapi

 Penelitian ini bertujuan untuk mengetahui pengaruh Model Pembelajaran Berbasis Masalah (MPBM) berbantuan media cerita digital terhadap prestasi belajar fisika. Penelitian ini termasuk jenis penelitian quasi eksperiment menggunakan desain one way non-equivalent pretest-posttest control group desain. Populasi dalam penelitian ini adalah seluruh siswa kelas X IPA di SMA Negeri 2 Singaraja dengan total populasi sebanyak 165 siswa. Pemilihan sampel dalam penelitian ini menggunakan random assignment. Terdapat 3 kelas sampel dari 5 kelas yang ada. X MIPA 2 sebagai kelas eksperimen 1, X MIPA 3 sebagai kelas eksperimen 2, dan X MIPA 4 sebagai kelas kontrol. Jumlah sampel dalam penelitian ini sebanyak 100 siswa. Teknik analisis data yang digunakan adalah analisis deskriptif dan ANAKOVA satu jalur. Hasil penelitian mengungkapkan hasil rata-rata prestasi belajar fisika siswa yang belajar dengan MPBM berbantuan media cerita digital lebih tinggi dibandingkan dengan siswa yang belajar dengan MPBM dan siswa yang belajar dengan MPK. Hal ini mengindikasikan model PBM berbantuan media cerita digital memiliki pengaruh yang signifikan terhadap prestasi belajar fisika siswa. IMPACTS OF DIGITAL STORY-BASED PROBLEM-SOLVING LEARNING MODEL ON STUDENTS’ LEARNING ACHIEVEMENT OF PHYSICSThis study is aimed at finding out the impacts of digital story-based problem-solving learning model (PSLM) on students’ learning achievement in physics learning. The study is a quasi-experiment research method using the one way non-equivalent pretest-posttest control group design. The population of the study consisted of 165 grade-X students of Physics of State Senior High School 2 Singaraja. A sample of 100 students were selected by way of random assignment. Class X Physics 2 was experiment group 1; class X Physics 3 was experiment group 2; and class X Physics 4 was the control group. Data were analysed by the descriptive analysis and one-way ANCOVA. Findings show that the mean average of the achievement scores of the students who attended the classes with PSLM is higher than that of students who attended the conventional class. This shows that the digital story-based problem-solving learning model has a positive impact on the students’ physics learning achievement.


Author(s):  
Dimas Ahmad Rifandi ◽  
Irwansyah Irwansyah

Media Sosial telah menjadi fenomena tidak terbendung, pada penelitian ini khususnya bidang humas digital diharuskan beradaptasi kedalam media sosial di industri 4.0. Tujuan penelitian untuk mengetahui perkembangan media sosial humas digital dalam industri 4.0 di Indonesia. Metode penelitian yang digunakan merupakan meta analisis dengan pendekatan kualitatif dengan pengumpulan data sekunder. Hasil penelitian diperoleh bahwa media sosial telah mengalami transformasi dalam industri 4.0 yang berkontribusi lebih banyak kepada  digital public relations sebagai alat untuk social listening, digital story telling, social purpose. Persaingan semakin kompetitif dengan penggunaan word of mouth, electronic word of mouth membuat suatu brand semakin dikenal dengan penggunaan strategi kampanye di media sosial untuk menimbulkan interaksi antar sesama pengguna sosial media, industri 4.0 memiliki peranan penting dalam perkembangan media sosial untuk meningkatkan citra dan reputasi perusahaan di Indonesia. Kesimpulan yang diperoleh bahwa media sosial telah mengalami transformasi dalam industri 4.0 yang dapat  berkontribusi lebih banyak kepada perkembangan digital public relations.


2021 ◽  
Vol 50 (2) ◽  
pp. 614-648
Author(s):  
Sinan BİLİCİ ◽  
Rabia Meryem YILMAZ

2021 ◽  
Vol 8 (11) ◽  
Author(s):  
Beytullah Karagöz

<p>The aim of this research is to examine postgraduate theses carried out on digital story in the field of education in Turkey with content and citation analysis. Methodological evaluation and citation analysis techniques were used in the research. In the research, 68 postgraduate theses accessed on the National Thesis Centre of the Council of Higher Education, a search platform, were examined. The findings of the research reveal that the number of theses on digital stories has increased until 2020. Most of the theses were prepared at Gazi University. Postgraduate theses were mainly carried out under the guidance of advisors with the title Associate Professor. The theses on digital stories were mostly prepared in the field of Elementary Education. Mixed approach models were mostly preferred as a method in theses. The sampling of the theses mostly consisted of students at K-12 level. Scale, achievement test, and interview form were used as data collection tools. The data were analyzed mostly using the t-test and content analysis. Digital stories were most frequently prepared by using Photo Story 3 and Movie Maker programs. Digital storytelling applications were mostly used with elementary and secondary school students. “Digital story/ (storytelling) narration/design”, “academic achievement and “attitude” were the most frequently used keywords. The most cited type of source in the theses examined was articles. The most frequently cited source in the theses was the Computer &amp; Education. Among the references to the books, Joe Lambert’s Digital storytelling cookbook and traveling companion is at the top of the list. In addition, the most frequently cited researcher was Bernard R. Robin.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0855/a.php" alt="Hit counter" /></p>


Author(s):  
Osamah Mohammad Ameen Aldalalah

<p>The purpose of this study was to investigate effectiveness of the different pattern of the digital story in the development linguistic intelligence skills and Mindfulness in Jordanian primary students during the Corona pandemic. Quasi experimental factorial design was adopted in this research. The researcher designed two patterns of the digital story in the Arabic language course. The study sample consisted of 43 students and were randomly (simple random sample) selected. The study sample was divided into two groups. The first group consisted of 23 students who studied through a written digital story, as for the second group, it consisted of 20 students who studied through the digital audiovisual story. The dependent variables were the linguistic intelligence skills and Mindfulness. The researcher used two scales. The first is to measure linguistic intelligence skills, and the second is to measure mindfulness. Data were collected and appropriate statistical analysis performed.  ANCOVA was used to determine the significant differences among the two groups.  Analyses of covariance (ANCOVA) were performed to examine the main effects of the independent variables on the dependent variables.  The findings of this study showed that students using the digital audiovisual story mode performed significantly better than those students using the written digital story in the linguistic intelligence skills, and mindfulness.</p>


2021 ◽  
Author(s):  
Fiona Horne

This contribution discusses the potentialities of the Digital Story as a complement to literary analysis in the French foreign language (L2) classroom. The case study examines the Digital Story as an instructional tool in the reading of Camus’ seminal text, The Outsider, reflecting on the role it may play in addressing learning challenges in the L2 classroom and in moving beyond traditional reading postures and approaches. The Digital Story is shown to cultivate a scholarship of engagement and collaborative action in the teaching of literature. Furthermore, as a multimodal, multigenre form, it fosters potential for mapping out new interactions between reader, text and technology in the context of emerging literacies.


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