Berdasarkan observasi di pokjar SMPN 39 dan pokjar terang bangsa Semarang tahun 2015 menunjukkan bahwa proses pembelajaran mata kuliah dasar-dasar matematika dan sains S-1 PGPAUD belum menggunakan pendekatan matematika realistik dengan dikaitkan dengan contoh-contoh konkret di kehidupan nyata. Sehingga mahasiswa kurang faham aplikasi dari materi kuliah tersebut dalam kehidupan nyata, kemudian belum dimaksimalkannya media berbasis komputer dalam proses pembelajaran, oleh karena itu perlu dilakukan penelitian yang berkaitan dengan masalah tersebut. Dengan rumusan masalah bagaimana mengembangkan media pembelajaran berbasis multimedia interaktif pada mata kuliah dasar-dasar matematika dan sains yang valid. Dari hasil penelitian ini telah dihasilkan suplemen materi meliputi 6 buah bab dengan software lectora yang telah divalidasi oleh ahli materi dan media dari UNISSULA dan UPGRIS dengan skor rata-rata 88,5 dan 92,5 yang termasuk kategori sangat layak untuk digunakan dalam proses tutorial..
The COVID-19 pandemic has had a significant impact on the world of education and universities, including the Open University’s Early Childhood Education study program. Because the number of students taking this course is very large at all levels, at the beginning of the pandemic, there were problems in the online learning media courses and kindergarten learning resources. It was recognized that there was a need to create a forum in the Early Childhood Education study program, namely a virtual learning laboratory program for the pandemic and post-pandemic period. It was identified that this program should use virtual reality, so that students can surf the lab in cyberspace as if they were there, with media and learning resources that are adapted to the culture of the Indonesian people and others, so that students are more independent in their learning. The ADDIE R&D model was used in this study (analysis, design, develop, implementation and evaluation). The needs were first analyzed and then the virtual reality lab product was developed, which included media for kindergarten courses and other learning resources, especially about educational game tools. This was validated by learning material experts and learning media experts with scores of 91 and 94, respectively. Keywords: design, virtual laboratory, virtual reality, independent learning
In making educational game designs that fit the needs of children, an in-depth study is needed, one of them is the way of thinking of the child, in this research an educational game media will be designed that is suitable for the kindergarten children's thinking, we can first make changes to ADDIE analysis model, consist of design, development, dissemination, in the analysis steps of the analysis of the needs analysis with the teacher and children of kindergarten PGRI 73 Semarang added (1) choosing material according to the thematic, (2) the use of media play in class, (3) adjusted the way of thinking of children according to the theory of brunettes that is enactive, econic and symbolic preformance learning, (4) educational games must be packaged in the form of pictures and voice commands only kindergarten children cannot read, this is as a basis in making media design games education, the next step is to design an educational game media with the following design steps: (1) determining the material / material that you want to be included in the game (2) arrange the Game Play (story line / the player's journey while in the game), (3) create 3D assets such as trees, rocks, clouds, land and related objects using 3D software using Blender Software, (4) Making games (here use Unity Game Engiene) arranging all assets according to the gameplay gameplay that has been compiled, (5) Activating the Vuforia Plugin which provides a library that is used to create VR displays, (6) Programming game controls using Bluetooth Game Pad so that users can control the game, (7) Build applications, (8) Test the Bug, after the design of the educational game, then proceed with the validation of material experts with an average rating of 89, 71 and media experts with an average value of 92.31 means that the media is appropriate to use.
Due to the contemporary state of game - based learning, the advancement is so rapid that one criterion is that kindergarten children are active playing games on the side - lines of their parents' busy lifestyles; this is absolutely a chance to generate game - based learning that are tailored to the developmental level of kindergarten children, so that educational games are able to be produced. enhance kindergarten children's sensorimotor abilities since this technology may offer virtual and augmented reality that appeals to toddlers and is capable of increasing kindergarten children 's studying enthusiasm, research methodologies based on the ADDIE R & D model (Analysis, Design, Develop, Implementation, & Evaluation) In this second year, product validation was obtained by 91 % of material expertise, 87 % of medium expertise, and 95 % of teacher response, indicating that such a game-based learning product is appropriate for use in kindergarten classroom studies, Based on the findings of the first year, the product has been upgraded appropriately and efficiently accordance to preschool or childhood years cognitive ability, and the average posttest teacher with education game is 84,29, which is in the excellent category.
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