The need for technology-based media is vital in the era of 21st-century education. Here, augmented reality media is a medium predicted to provide a more realistic experience successfully and in line with the developmental phase of elementary school students. For this reason, this study aims to analyze the need for augmented reality media development and develop an initial design for augmented reality media development in STEAM learning in elementary schools. This research used the R&D method with two of the four stages of R&D research. These stages are preliminary studies and initial design development. The subjects of this study were seven teachers and 129 students of a public elementary school in East Java, Indonesia. The instruments of this research were questionnaires and interviews. Data analysis used descriptive statistics and interpretive analysis. The results of this study revealed that teachers and students needed media that can represent material in-depth, increase interest and motivation, and provide experiences, such as STEAM-based augmented reality learning media. Meanwhile, the initial design development results of STEAM-based augmented reality learning media were in the form of six types of designs, containing Batik, Wayang (puppet), Gamelan, Borobudur Temple, Kereta Kencana (golden chariot), and Keris.
Cultural inheritance is one of the functions of education imple mentation. The purpose of this research is to describe the nation's cultural heritage in elementary school. This research uses a qualitative approac h. The subjects of this study include 3 teachers and 68 students in the c ity of S urakarta. Data collection used is participative observation, in-depth interviews, and document studies Data analysis used is Interactive Analysis Miles and Huberman. The results showed that the nation's cultural inheritance in the implementation of the learning process in elementary sc hool through the habituation of singing regional songs and the integration of cultural subjec ts in elementary schools such as Javanese, Karawitan, and Javanese dance.
This study describes the effectiveness of STEAM-based augmented reality (AR) learning media in natural science learning in elementary schools. This research used an experimental method. Six schools were involved as the subjects of this research, which was consisted of 3 elementary schools for experimental classes (60 students) and three elementary schools for control classes (60 students). The teachers involved were the 6th grader teachers. The data collection technique used 30 multiple choices questions for the students.The study results concluded that STEAM-based augmented reality effectively improved the quality of natural science learning in elementary schools. The t-test calculation results utilizing SPSS obtained t-count of 2.874 t-table of 1.980 (df-2= 122-2= 120). The normalized gain results showed a significant increase before and after using STEAM-based augmented reality media in natural science learning in elementary schools, which was 0.72 included in the high category.This research implies that research helps teachers optimize the use of media and teaching approaches. One of them is the use of STEAM with augmented reality media.
This study aims to describe the perceptions of SD Angkasa Colomadu teachers on online science learning during the pandemic. This research used descriptive qualitative research methods and a case study approach. The subjects of this study were three teachers of grades IV, V, and VI SD Angkasa Colomadu in the academic year 2020/2021. Data collection techniques used interviews and documentation. The data validity test techniques used the triangulation technique. Data analysis techniques used interactive analysis techniques Miles and Huberman consisting of data reduction, data display, and conclusions. The results show that the teachers felt that learning sciences in the network was not optimal. Teachers do not optimally apply basic process skills. The teachers feel the limitation in the communication process. They also have a restriction on directing the students to formulate hypotheses, conclude the material, guide experimental activities, attract students to ask questions, guide the measurement process, guide observation activities, classify, interpret, and predict processes due to media limitations. On the other hand, teachers feel that online learning makes teachers more innovative, creative, and able to take advantage of cellphones, computers, and the internet in learning activities, especially in learning science online during the pandemic period.
Technological developments have made digital literacy one of the survival skills in the 21st century, which is linked to development of teacher core competencies, and digital literacy. This study aims to evaluate the level of digital literacy among teachers in the classroom. This descriptive qualitative case study involved 6 teachers at elementary school in Surakarta as the subjects which were chosen through purposive sampling by using digital literacy framework based on the Instant Digital Competence Assessment (IDCA) perspective. It classifies digital literacy into three dimensions, namely technology, cognitive, and ethics. The results showed that, on the technology dimension, 16.67% of the subjects were in the medium category, 50% in the low category, and 33% in the very low category. On the cognitive dimension, 33.33% of the subjects were in the moderate category, 16.67% in the low category, and 50% in the very low category. On the ethical dimension, 50% of the subjects were in the high category, 16.67% in the low category, and 33.33% in the very low category. Thus, it has been concluded that the digital literacy level of classroom teachers is in the very low to high categories.
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