Computer-based learning media is the use of a computer to help present learning materials to students, monitor the progress of learning or choose additional learning materials in accordance with student learning needs individually or is a form of application and use of computers that are applied in student learning directly to convey the content of the lesson, providing student learning exercises. The purpose of this study is the development of interactive multimedia computer-based on the subject of civic education in elementary education. This research method using an approach of research and development with stages: requirement analysis, design, and validation expert. The results of this study found that interactive multimedia applications based on computer valid and suitable for use in teaching and learning activities in primary schools.
11 July 2020 in Journal of Ethnic and Cultural Studies
The era of the industrial revolution 4.0 emphasizes the importance of the digital literacy elaboration that links the full technological and pedagogical capabilities to enhance learning outcomes in all three domains that include knowledge, skills and attitudes. Much is needed of factor analysis and measurement studies that touch on aspects of pedagogy and technology as an indicator analysis of pedagogical competency development models. The method used is a quantitative approach, data analysis technique is done through the Goodness of-Fit criteria. The stages of modeling and analysis of structural equations in the analysis of first and second measurement models are performed with CFA and using SEM as a tool. Data analysis was also carried out to analyze indicators that predominantly influenced learning outcomes. The results of the study concluded that the Technological and Pedagogical Model was a factor and measurement of learning achievements in education.
12 December 2022 in International Journal of Innovative Research and Scientific Studies
Currently, there are many technology-based learning methods that can be used in the teaching and learning process for effective learning situations. The metaverse is a topic that is being widely discussed around the world. Metaverse technology is the concept of combining the virtual world with the real world through the internet. However, the development of metaverse technology in Indonesia’s education field is still rarely carried out. Therefore, this research aims to determine how elementary school teachers in Indonesia perceive the potential of metaverse technology as a learning media transformation. The research method used by researchers is descriptive with a qualitative approach. Descriptive research is research that describes the actual situation regarding the importance of the metaverse for teachers in elementary schools. The participants in this study were twenty elementary school teachers who had good technological skills. The data was collected through observation and interviews. The results of this study show that elementary school teachers are interested in using the metaverse as a learning medium. For teachers, one of the options for improving learning performance is to use the metaverse as a tool or as a new learning and teaching style. The use of the metaverse does not mean that the teacher has to change conventional teaching methods but rather assists the teacher in conveying material to students effectively.
1 March 2019 in Journal of Physics: Conference Series
Computer-based interactive multimedia is one of the media that can be used to deliver learning materials to students. The purpose of this research is to know the effectiveness of computer-based interactive multimedia on integrative thematic learning in elementary school. Design this study applies two groups of respondents, namely Experimental class Group and Control class group. This study refers to the concept of the pre-test post-test control group. The results of this study showed that learning using interactive computer-based interactive applications more effectively in comparison with conventional media. This is because learning using interactive multimedia computer-based, students can control the learning activities and students determine the speed of learning and choose the sequence of learning activities in accordance with needs.
29 July 2021 in Journal of Education and e-Learning Research
The key problem with implementing inclusive education in inclusive elementary schools in Indonesia is that the role of all stakeholders in creating mentoring programs must be continuous and sustainable. The purpose of this study is to explore the opinions of general teachers (GTs) regarding the role of universities in mentoring programs for inclusive elementary schools. Data was collected using semi-structured interviews with 32 GTs in inclusive elementary schools. Data were analyzed using a thematic analysis of qualitative data. The results show two main themes, namely university involvement, and inclusive education resource centers. The roles of universities in mentoring programs for inclusive elementary schools are the development of effective instruction systems and the provision of human resources who are competent at implementing inclusive education in inclusive elementary schools. This research is expected to be the basis for policymakers, especially in universities, to design appropriate and relevant mentoring programs for the problems faced by inclusive elementary schools.
The aim of the study is to reveal the impact of instructional media and self regulation to students’ history learning. This research was conducted in elementary school in the south of Jakarta in academic year of 2015/2016. The research method used was the experimental method with a 2 × 2 factorial design. The population was fifth grade students with 36 students as samples, taken from two classes with different instructional media, 18 students treated with instructional media of flash player and 18 students with conventional media. The result of the research: (1) The history learning of students who used instructional media of flash player was higher than students who used learning conventional media; (2) There were interactions between instructional media and self regulation on history learning outcome; (3) The students with high self regulatation achieved higher history learning result if using instructional media of flash player than those who used conventional media; (4) The students with low self regulation achieved lower learning result of history if using conventional media than those who used the instructional media of flash player.