Rancang Bangun Vis.Map Berbasis Engklek Sebagai Media Eksistensi Kearifan Lokal Dalam Fase Digitalisasi di Era Gen Z: Studi Kasus Sekolah Dasar DOI Open Access
Annas Solihin,

Putri Rachmadyanti,

Ricky Setiawan

и другие.

Publikasi Pendidikan, Год журнала: 2024, Номер 14(2), С. 213 - 213

Опубликована: Июль 10, 2024

In the era of digitalization, information technology brings challenges and opportunities for preserving local wisdom, especially among Generation Z. This research aims to develop interactive learning media based on traditional game Engklek, called Vis.Map, teach wisdom elementary school students. uses Research Development (R&D) method with waterfall model, including requirements, design, implementation, verification, maintenance. At requirements stage, user needs are identified through observation, interviews, a literature review. Design includes creating conceptual designs, flowcharts, website interfaces. Implementation involved developing application printing pawn trivia cards QR codes. Verification is done validity, compatibility, usability testing involving material experts, teachers, The results show that Vis.Map has very high level construct content good received positive response from users. Conclusion: can be an effective solution in digital era.

Язык: Английский

Buku Cerita Bergambar Digital “Baso dan Pinisi yang Rusak” untuk Meningkatkan Literasi Budaya Maritim Anak DOI Creative Commons

Fahmy Ulfah Mawaddah,

Rien Safrina,

Hapidin Hapidin

и другие.

Murhum Jurnal Pendidikan Anak Usia Dini, Год журнала: 2023, Номер 4(2), С. 222 - 237

Опубликована: Сен. 11, 2023

Literasi budaya maritim pada anak usia dini mencakup pemahaman, pengenalan, dan pengaplikasian aspek-aspek Indonesia dalam proses belajar pengajaran. Penelitian ini bertujuan untuk mengembangkan media buku cerita bergambar digital guna meningkatkan literasi di Indonesia. Dalam konteks kurangnya pembelajaran yang mengenalkan identitas sebagai maritim, peneliti berkeinginan membantu guru menyiapkan relevan. menggunakan metode Research and Development (R&D) dengan prosedur ADDIE (Analysis, Design, Development, Implementation, Evaluation). Pengolahan data dilakukan pendekatan mixed methods kualitatif kuantitatif. Uji kelayakan melalui validasi ahli pakar guru. kuantitatif uji satu arah tingkat signifikansi 0,05 kelompok besar praeksperimental "one group pretest-posttest". Hasil penelitian membuktikan bahwa layak digunakan efektif dini. Berdasarkan angket hipotesis menyatakan terdapat peningkatan signifikan hasil pretest posttest setelah penggunaan tersebut. Dengan demikian, dapat dijadikan sarana baku 5-6 tahun.

Процитировано

6

Pelatihan Literasi Numerasi Transisi PAUD SD Melalui Lagu DOI Open Access
Nurhenti Dorlina Simatupang, Wulan Patria Saroinsong, Sri Widayati

и другие.

PengabdianMu Jurnal Ilmiah Pengabdian kepada Masyarakat, Год журнала: 2024, Номер 9(1), С. 19 - 26

Опубликована: Янв. 31, 2024

Most young children in Indonesia experience literacy difficulties related to the alphabet and numbers reading correctly counting. Numeracy Literacy needs be developed from an early age. Therefore, teachers should able create fun activities develop children's skills that are exciting for children. One is Primary School Early Childhood Education Transition Training Through Songs. In developing skills, service team also creates songs. This activity aims increase teachers' knowledge regarding can improve childhood numeracy through The development model this training uses direct observation. target of 100 PAUD Banyuwangi. evaluation results obtained a pretest score 45% "poor" criteria and, during posttest, 86% "in-depth" criteria. shows aim was achieved, namely teacher's increased after participating training.

Язык: Английский

Процитировано

0

Rancang Bangun Vis.Map Berbasis Engklek Sebagai Media Eksistensi Kearifan Lokal Dalam Fase Digitalisasi di Era Gen Z: Studi Kasus Sekolah Dasar DOI Open Access
Annas Solihin,

Putri Rachmadyanti,

Ricky Setiawan

и другие.

Publikasi Pendidikan, Год журнала: 2024, Номер 14(2), С. 213 - 213

Опубликована: Июль 10, 2024

In the era of digitalization, information technology brings challenges and opportunities for preserving local wisdom, especially among Generation Z. This research aims to develop interactive learning media based on traditional game Engklek, called Vis.Map, teach wisdom elementary school students. uses Research Development (R&D) method with waterfall model, including requirements, design, implementation, verification, maintenance. At requirements stage, user needs are identified through observation, interviews, a literature review. Design includes creating conceptual designs, flowcharts, website interfaces. Implementation involved developing application printing pawn trivia cards QR codes. Verification is done validity, compatibility, usability testing involving material experts, teachers, The results show that Vis.Map has very high level construct content good received positive response from users. Conclusion: can be an effective solution in digital era.

Язык: Английский

Процитировано

0