<p>Hasil survei TIMSS memberikan gambaran tentang rendahnya prestasi IPA siswa yang ada di Indonesia sehingga perlu dilakukan peningkatan kualitas pembelajaran khususnya IPA. Tujuan dari penelitian ini adalah (1) untuk mengetahui kendala yang dihadapi oleh guru dalam penggunaan media pembelajaran sains di SD Negeri Pajang 1 Surakarta, (2) merumuskan desain media pembelajaran yang cocok untuk digunakan dalam pembelajaran IPA di SD Negeri Pajang 1 Surakarta, dan mengembangkan media pembelajaran komik yang disebut "KOMSA" dalam materi rangka untuk pembelajaran IPA. Metode yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan melalui model Plomp yang dimodifikasi dengan menghilangkan fase implementasi. Hasil penelitian yang diperoleh adalah (1) penggunaan media pembelajaran yang belum optimal, (2) desain pembelajaran media adalah media komik berbasis kontekstual, dan hasilnya adalah produk <em>prototype</em> media pembelajaran komik yang disebut "KOMSA" pada materi rangka. Rekomendasi untuk peneliti selanjutnya dapat mengembangkan media komik “KOMSA” untuk materi pelajaran lain yang bersifat abstrak dan sulit dipahami oleh siswa. Penelitian ini berimplikasi pada pengembangan media komik dalam berbagai kerangka<em> </em>pembelajaran</p>
Augmented Reality is a study that is now popular. Many researches theme have been published in various reputable journals. The purpose of this study is to provide an overview and visualization of Augmented Reality which is used as a medium of learning. This research is a qualitative research through descriptive analysis with literature review formed in bibliometric analysis which describes and visualizes ongoing phenomena as well as in the past regarding various topics related to Augmented Reality. Through the Scopus database source, there are 882 documents related to Augmented Reality were obtained from 2016 to 2020 and various data related to the number of documents by country, author, subject area, visualization of relationships between topics. Topics that are categorized as rare or have not been associated with AR will be an option for us to study more deeply so that it will give knowledge to the scientific of AR as a medium for student learning.
Saat ini pemerintah terus mendorong lembaga PAUD untuk mengajukan akreditasi. Beberapa lembaga di Kecamatan Wonosegoro belum mengajukan dengan alasan (1) Guru masih awam tentang penggunaan teknologi terkait upload dokumen di sispena, (2) Guru mengalami kebingungan terkait dengan penyediaan jenis jenis dokumen setiap butir akreditasi (3) Ketidakpahaman guru terhadap format dokumen untuk setiap butir akreditasi. Kegiatan pengabdian masyarakat ini dilakukan di lembaga yang tergabung di IGTKI Wonosegoro, Boyolali yang menggabungkan teori dan praktek. Tujuannya membantu tingkat ketercapaian lembaga PAUD yang sudah terakreditasi. Hasilnya terjadi persamaan persepsi tentang akreditasi, siap dokumen akreditasi, dan upload dokumen di Sispena.
One of the alternatives offers to enhance the improvement of learning process is by adopting a game which is known as serious game. The using of serious game in various studies published by leading journals has gradually increased. This increase is also reflected in various fields of research. The purpose of this research is therefore to define the current trends in serious game. The research performed a bibliometric analysis based on the Scopus database. Based on the keywords, the research was able to collect 5,375 documents in further review. Various methods have been used, such as frequency analysis, VOSviewer for data visualization, citation and metrics analysis. This study reports research results using standard bibliometric measures such as publication year, document type, source type, subject area, keyword analysis, geographic distribution, authorship, affiliation and citation analysis. Based on these results, serious game publications have increased significantly since 1984 in recent years. The increasing number of serious game research underlines the importance of serious game for learning.
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