<p><em>The COVID-19 pandemic emerging in early 2020 has significantly impacted various sectors, including education. The policy of home-based learning (defined as online learning), that is implemented by the Indonesian Ministry of Education and Culture becomes a challenge for students, teachers, and educational institutions. Online-based learning is still an unfamiliar concept to the world of education in Indonesia. Lack of preparation and planning during the switch to online-based learning leads to bad learning experiences for both students and teachers alike. This event was aimed towards Indonesian educators to discuss essential elements regarding digital literacy competence, namely basic principles of distinguishing face-to-face classes and online classes, deciding on a format, design, and interaction in online classrooms, as well as the cycle of teaching and learning. As many as 454 participants from the five major islands in Indonesia virtually attended this event on May 13th, 2020. This event utilizes the ADDIE training developmental model elaborated in five stages: 1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. </em></p><p><strong>ABSTRACT (INDONESIAN):</strong> Pandemi COVID-19 yang muncul di awal tahun 2020 memberi dampak signifikan dalam berbagai sektor, termasuk Pendidikan. Kebijakan home-based-learning atau pembelajaran jarak jauh yang ditetapkan oleh Kementrian pendidikan dan Kebudayaan Indonesia menjadi sebuah tantangan bagi peserta didik, tenaga pendidik dan institusi pendidikan. Pembelajaran berbasis daring masih asing bagi dunia pendidikan di Indonesia. Kurangnya persiapan dan perencanaan dalam kegiatan belajar mengajar daring berakibat pada pengalaman belajar-mengajar yang buruk bagi peserta didik maupun tenaga pendidik. Kegiatan ini ditujukan bagi tenaga pendidik di Indonesia untuk membahas beberapa elemen penting dalam kompetensi literasi digital seperti prinsip dasar yang membedakan kelas tatap muka dengan kelas daring, menentukan format, desain dan interaksi kelas daring, serta siklus belajar mengajar berbasis daring. Kegiatan ini diikuti oleh 454 partisipan yang tersebar pada lima pulau terbesar di Indonesia berlangsung secara virtual pada tanggal 13 Mei 2020. Kegiatan ini menggunakan model pengembangan training ADDIE dengan 5 tahapan sebagai berikut: 1) <em>Analyze</em>, (2) <em>Design</em>, (3) <em>Development</em>, (4) <em>Implementation</em> dan (5) <em>Evaluation</em>.</p>
Abstract-The purpose of this study is to find the different pattern of interpersonal communication in parenting style of generation X (known as Baby Boomers) and generation Y nowadays. Passive observation begun on October 2016 to see the phenomenon happened between parents and children's behavior. Three informants (in same categories of generation) have been interviewed and researcher found several similarity of parenting style in previous generation where they were raised as children. The thing that should be considered is the same perspectives of generation Y style of parenting can drive the Millenials less aware of values.Gen Y sees the hardships they went through as something they would not let their children to experience. Gen Y's treatment towards Millenials right now would have its end result in the future of their children's mentality. Whether Millenials would have a shriveling, dependent and sluggish mentality or even ready for combat, facing the global competition waiting ahead of them.
Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.
Digitalization of Education field has been highlighted as main initiative to improve the quality of human capital as part of national roadmap program "Making Indonesia 4.0" (interpreted as industry 4.0) which has been officially launched on April 2018. Education Ministry launched the national online learning system as initiative to provide wider access of education. As new method of learning, it requires an innovative strategy to transform the system. One of the most major things is to produce high-quality online course module as substitution of face-to-face (FtF) learning method. This research is aimed to identify and analyze the conversion steps of learning materials and compare the learning outcomes. Digital content in this study refers to online course module for higher education. FGD was conducted with 10 participants to evaluate design and development process of digitizing conventional materials. During January and April 2019, 97 students were involved in this research, they are equally assigned to two types of learning modes; fully online and onsite classroom in which taught by the same lecturer with same learning objectives, assessment materials, and assignments. The finding is there were no significant differences among the student learning outcomes of on-site and distance learning modes. We concluded that the strategy and process of converting regular course module into the digital course one has no effect on the learning outcomes in both blended learning and distance learning strategy.
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