Basically, media is something that cannot be separated from the learning component. The use of unattractive and varied media can make students bored and bored when the learning process takes place. This research was conducted with the aim of developing or producing a learning media product based on the use of virtual reality technology. The method used in this research is the research and development (RD) method. This media development focuses on learning Natural Sciences for grade V Elementary Schools. The initial stage of this research is by validating media experts and material experts. Then test the feasibility of media products to the teacher before testing the product to students. The results of the validation by media experts and material experts obtained criteria strongly agree with the results of validation by media experts by 85% and material experts by 92%. Then the media feasibility test conducted by the teacher obtained 89% results with the criteria strongly agree. The feasibility of media products for use by students was carried out through product trials at SDS Muhammadiyah 9 Jakarta with a total of 21 students. The results obtained show a percentage of 86% with very agree criteria.
Pendemi Covid-19 di Indonesia menyebabkan perubahan yang amat besar dan memberikan dampak terutama dalam pelaksanaan bekerja dirumah (Work From Home) yang diharuskan oleh organisasi perusahaan. Pemberlakuan Work From Home dalam upaya memutus mata rantai penyebaran virus Covid-19 menimbulkan berbagai masalah seperti konflik keluarga, stres, distraksi konsentrasi serta sarana prasarana sebagai penunjang Work From Home yang menganggu produktivitas dan keseimbangan kehidupan pribadi. Oleh karena itu peneliti berniat untuk mengetahui konsep Work Life Balance terhadap produktivitas pegawai yang menerapkan Work From Home pada masa pendemi Covid-19. Metode penelitian ini adalah studi literatur yang didasarkan pada studi terdahulu dengan menyesuaikan kriteria yang sesuai dengan variabel yang diteliti. Pada penelitian ini didapat hasil bahwa konsep Work Life Balance dengan penggunaan waktu yang fleksibel, penerapan lingkungan yang baik, hubungan keluarga yang positif dan motivasi kerja dapat meningkatkan produktivitas pegawai yang menerapkan Work From Home.
Innovation in education is necessary for teachers and students to follow the learning process because of the limited laboratory facilities in elementary schools; science learning is done. This study aims to analyze student acceptance and understanding concept in using android-based animated videos on Millealab virtual reality in grade V elementary school. The research method process is carried out in several stages, starting from expert testing conducted on three media experts, three subject matter experts, and three teachers from 3 different schools. Test the use of virtual reality video with a sample size of 65 students. Collecting data using a Likert scale questionnaire 1 to 5, and treatment in descriptive analysis. Testing the acceptance of virtual reality videos to students showed that students received virtual reality video media during the learning process. The application of virtual reality (VR) technology in science learning in elementary schools can improve conceptual understanding so that student acceptance of VR is excellent and teachers also feel helped by using VR media to support the learning process. VR technology is better than AR because it is more comprehensive and easier to use by teachers and students.
This study aims to provide an empirical picture of whether or not the Teams Games-Tournament (TGT) learning model aided by Question Box media has an impact on the fourth-grade science learning outcomes at SDN Cengkareng Barat 16 Pagi West Jakarta in the second semester of the 2018/2019 academic year. The research population consisted of 55 students consisting of 28 students of class IV A and 27 students of IV B. The sampling technique used is saturated sampling. This study used a quantitative approach, and the research method used was a quasi-experimental design with a Nonequivalent Posttest-Only Control Group Design. The result showed an effect of the Teams Games-Tournament (TGT) learning model assisted by the question box media on student learning outcomes in science.
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