Digital technology cannot be dammed or avoided, moreover, the current generation of children is a native digital generation is those who are born very close to the world of digital technology such as smartphones, laptops, digital applications, internet access, and others. This may affect the attitudes and behaviors of children in both positive and negative impacts. However, we can act wisely, not by alienating or avoiding children from technology but by providing education about technology (digital literacy) and directing video game access to positive video games that are beneficial. The method used in this research is Research and Development with a modified SDLC (Software Development Life Cycle) development model in the development of Augmented Reality (AR) educational games. This study also uses a pre-test-post-test group matching design to analyze the increase of elementary school students’ knowledge in learning about Indonesian culture. The measurement results of student learning outcomes are carried out by giving tests in the form of multiple choice. The statistical analysis used in this study is the validity test and Wilcoxon Signed Rank test. Validity testing shows 93.33% of the questionnaire items are valid. The results of the Wilcoxon Signed Rank test analysis obtained a significant value of 0,00 <0.05, then it was stated that there were differences in the average student learning outcomes for pre-test with posttest (increased). This research concludes that after the use of AR Edugame learning media, it has an influence compared to before learning with the media. This shows there is an increase in student learning outcomes.
Local wisdom is supposed to be a basic guideline for people to live their life in the surround society. Recently, media emerges and discusses on the survival of the local wisdom throughout the Indonesian society. This research is trying to review how the values of local wisdom are taught in elementrary schools. Process of learning cultural values is better done intensively and continuously that internalization of the values can be absorbed well. Internalization process of the values done in schools need tough efforts, started with selection of media or tools which load the values needed to be learned. Using the content analysis, this research is trying to review the content about local wisdom in the text books of Bahasa Jawa subject. This analysis is hoped to find themes and examples of the implementation of the Javanesse local wisdom. By using the content analysis, this research results in the findings that the three dimensions of local values are covered in all text books used in the research; however, there are some detail values found undiscussed in the text books.
Local wisdom is supposed to be a basic guideline for people to live their life in the surround society. Recently, media emerges and discusses on the survival of the local wisdom throughout the Indonesian society. This research is trying to review how the values of local wisdom are taught in elementrary schools. Process of learning cultural values is better done intensively and continuously that internalization of the values can be absorbed well. Internalization process of the values done in schools need tough efforts, started with selection of media or tools which load the values needed to be learned. Using the content analysis, this research is trying to review the content about local wisdom in the text books of Bahasa Jawa subject. This analysis is hoped to find themes and examples of the implementation of the Javanesse local wisdom. By using the content analysis, this research results in the findings that the three dimensions of local values are covered in all text books used in the research; however, there are some detail values found undiscussed in the text books.
This study discusses and explains the identity building of ethnic minority in American multicultural society. Identity is not given directly as the immigrants arrived in the States, but they had to get through hurdles and adjustment. Hence the comers need to have a negotiation strategy in getting into the mainstream. The analysis is done by using the interdisciplinary approaches to view on the historical, cultural, and sociological elements of the study. The writer develops the identity theory of Sheldon Stryker to reveal the process of identity building of the Asian Indian in American society. The result of this study shows that the Asian Indian immigrants bring their culture that made themselves attractive as well as accepted by the mainstream society. Besides, the Asian Indian immigrants are the people of hard work and clever that they can easily gain success in the United States and consequently support the country in the global competitiveness. The successes of the Asian Indian immigrants have created a positive identity in the American society. Fortunately, the maneuver of being multicultural in American society today has advantaged this minority group to continue their existence.
Matematika adalah suatu alat untuk mengembangkan cara berpikir logis dan sistematis. Dalam kegiatan pembelajaran matematika tugas utama seorang guru untuk menyampaikan informasi kepada peserta didiknya, guru juga harus dapat memotivasi dan dapat menumbuhkan sikap kerja sama serta tanggung jawab terhadap keberhasilan sendiri dan keberhasilan orang lain. Suasana belajar yang menyenangkan harus selalu diterapkan pada pembelajaran matematika. Salah satu model pembelajaran yang dapat diterapkan adalah dengan menggunakan model pembelajaran kooperatif tipe TGT (Teams Games Tournament). Model pembelajaran kooperatif tipe TGT (Teams Games Tournament) didesain untuk meningkatkan motivasi peserta didik dalam belajar matematika sehingga akan berimplikasi terhadap meningkatnya hasil belajar matematika peserta didik Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang bertujuan untuk meningkatkan hasil belajar matematika Peserta didik kelas VII pada materi Aljabar dengan menggunakan Strategi Joyful Learning. Subjek dalam penelitian ini adalah 31 Peserta didik kelas VII B MTs Negeri 9 Ciamis. Teknik pengumpulan data pada penelitian ini meliputi observasi, wawancara, tes dan dokumentasi. Penerapan strategi joyful learning dilakukan dalam 1 siklus yang terdiri dari tahap perencanaan, tahap pelaksanaan, tahap observasi dan tahap refleksi. Hasil penelitian pada pra siklus menunjukkan nilai rata-rata kelas yang diperoleh sebesar 26,41%, setelah diberikan tindakan pada siklus I dengan menggunakan strategi joyful learning mengalami peningkatan hasil belajar dengan nilai rata-rata kelas sebesar 64,52% dengan Peserta didik yang tuntas sebanyak 24 Peserta didik atau 77,41%. Hasil ini menunjukkan bahwa adanya peningkatan hasil belajar Peserta didik dengan penerapan strategi joyful learning, sehingga dapat disimpulkan bahwa strategi joyful learning dapat meningkatkan hasil belajar matematika Peserta didik.
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