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EKSISTENSI PERMAINAN TRADISIONAL EDUKATIF PADA GENERASI DIGITAL NATIVES Edhy Rustan; Ahmad Munawir
Jurnal Pendidikan dan Kebudayaan Vol. 5 No. 2 (2020)
Publisher : Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kemendikdasmen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpnk.v5i2.1639

Abstract

Penelitian ini bertujuan untuk mengetahui jumlah permainan tradisional yang masih dilestarikan di Luwu Raya, faktor penyebab permainan tradisional tidak diminati oleh anak digital natives, serta desain pembelajaran yang sesuai untuk menjadikan permainan tradisional sebagai sarana edukatif untuk melestarikan budaya bangsa. Penelitian ini menggunakan pendekatan kualitatif dengan tipe deskriptif. Responden dalam penelitiain ini adalah 155 anak usia sekolah dasar yang ada di empat kabupaten wilayah Luwu Raya. Metode pengumpulan data menggunakan wawancara, observasi, dan angket. Data yang diperoleh kemudian dianalisis dengan cara reduksi, penyajian, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa terdapat lima belas permainan tradisional yang masih dilestarikan di Luwu Raya dari total 25 permainan tradisional yang ada di Sulawesi Selatan. Penyebab anak-anak tidak memainkan lagi permainan tradisional adalah karena kekurangan teman bermain, bertengkar atau berbeda pendapat dengan sesama pemain, kekurangan alat bermain, tidak tertarik lagi dengan permainan tradisional, dilarang oleh orang tua dan warga sekitar, serta kelelahan saat bermain. Desain pembelajaran yang sesuai adalah memilih karakteristik permainan yang dapat menunjang pencapaian kompetensi dasar siswa dan mengintegrasikannya ke dalam pembelajaran dengan menjadikannya sebagai metode dan media pembelajaran. Kesimpulan, ada beberapa permainan tradisional yang masih dimainkan oleh anak-anak di wilayah Luwu Utara dan salah satu upaya untuk melestarikannya adalah dengan mengintegrasikan permainan tradisional ke dalam pembelajaran. This study aims to determine the number of traditional games that are still preserved by the children in Luwu Raya; factors that cause digital natives children do not like this traditional game, and learning design suit to make traditional game as an educational means to preserve the nation’s culture. This research used a qualitative approach with a descriptive type. This research used a qualitative approach with a descriptive type. Respondents in this study were 155 children of primary school age in four districts of Luwu Raya. Data collection methods using interviews, observation, and questionnaires. The data obtained were then analyzed by means of reduction, presentation, and drawing conclusions. The results showed that there were fifteen traditional games that are still preserved by children in Luwu Raya from a total of twenty five traditional games in South Sulawesi. Children stop playing the traditional game is due to the lack of friends to play with, fight or disagree with fellow players, lack of playing tools, no longer interested in traditional games, prohibited by parents and local residents, and fatigue when playing. To find the appropriate learning design is by selecting traditional games with characteristics that can support the achievement of students’ basic competencies and integrate them into learning by making it as the learning method and media. To sum up, several traditional games are still played by digital natives’ children in the North Luwu region and one of the efforts to preserve them is by integrating traditional games into learning.
Developing a Web-Based Mobile Game to Enhance Students’ Motivation in learning English Vocabulary Nurpita; Edhy Rustan; Masruddin; Wisran
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.5541

Abstract

This study investigated the effectiveness of web-based mobile games in enhancing students' motivation and vocabulary acquisition in English language learning. The research was conducted with seventh-grade students at SMPN 7 Palopo. This study aimed to investigate the effectiveness of web-based mobile games in enhancing students' motivation and vocabulary acquisition in English language learning. A research and development (R&D) approach using the ASSURE model was employed. The study found that traditional teaching methods often resulted in disengagement and hindered vocabulary learning. To address this issue, a web-based mobile game platform, Wordwall, was implemented. The findings revealed that students preferred more interactive learning methods and that Wordwall significantly improved their motivation and vocabulary mastery. The study concludes that developing web-based mobile games can be a successful strategy for enhancing English language learning.
Pengembangan Media Kartu Kata Bergambar Kontekstual pada Siswa Kelas I MI Muhammadiyah Lasusua Nursamsi; Sukmawaty; Edhy Rustan
Socratika: Journal of Progressive Education and Social Inquiry Vol. 1 No. 1 (2024): Socratika Januari 2024
Publisher : South Sulawesi Education Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/socratika.v1i1.34

Abstract

The objectives of this research are: (1) to provide an analysis of the for picture for readiang word card media (2) to describe the steps for developing picture ord card media for reading materials (3) to determine the validity and practicality of picture word card developed in class I MI Muhammadiyah Lasusua. This research uses the Research an Develoment (R&D) type of research. The steps taken in this research are: (1) needs analysis. (2) planning. (3) product development. (4) validity and practicality based on the results of the validity of the picture word card media, it has been validated with categories including design experts getting a percentage score of 68,75% with the valid category. Meanwhile material experts get a percentage score of 68,75% with the valid category. This is a very satisfying and positive result with the fina value obtained and the practical test results being 85,43% with the very practical category based on trial responses with 26 students and an educator, namely a class I teacher, with the finaly value obtained from the practicality beig 94,23% in the very practical category
Penerapan Model Pembelajaran Kelas Rangkap (PKR) Sebagai Upaya Pemenuhan Guru di SDN 068 Manganan Kecamatan Rongkong Muh. Idel; Edhy Rustan; Hisbullah
Socratika: Journal of Progressive Education and Social Inquiry Vol. 2 No. 1 (2025): Socratika Januari 2025
Publisher : South Sulawesi Education Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/socratika.v1i1.69

Abstract

This study examines the implementation of multi-grade learning at SDN 068 Manganan, Rongkong sub-district, identifying the constraints and factors that influence its implementation. The research objectives are (1) to evaluate teacher fulfillment at SDN 068 Manganan, (2) to analyze the implementation of multi-grade classes at the school, and (3) to understand how the implementation of multi-grade classes meets teacher needs. This study used a qualitative approach with data collection through observation, interviews, and documentation in the field. The results showed that the fulfillment of multi-grade classes was influenced by the geographical location of the school and the lack of educators. The implementation of multi-grade classes uses the PKR-221 model with two different classes in one room. The main challenges in fulfilling teachers' needs include the lack of human resources and adequate learning facilities, requiring improvement and attention from teachers and the local government. The implication of this study is the need for more intensive efforts in improving human resources and learning facilities in schools that implement multi-grade learning to support the effectiveness and quality of learning, one of the most important is the recruitment of ASN teachers should be given to communities in the Rongkong District area.
Developing a Web-Based Mobile Game to Enhance Students’ Motivation in learning English Vocabulary Nurpita; Edhy Rustan; Masruddin; Wisran
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.5541

Abstract

This study investigated the effectiveness of web-based mobile games in enhancing students' motivation and vocabulary acquisition in English language learning. The research was conducted with seventh-grade students at SMPN 7 Palopo. This study aimed to investigate the effectiveness of web-based mobile games in enhancing students' motivation and vocabulary acquisition in English language learning. A research and development (R&D) approach using the ASSURE model was employed. The study found that traditional teaching methods often resulted in disengagement and hindered vocabulary learning. To address this issue, a web-based mobile game platform, Wordwall, was implemented. The findings revealed that students preferred more interactive learning methods and that Wordwall significantly improved their motivation and vocabulary mastery. The study concludes that developing web-based mobile games can be a successful strategy for enhancing English language learning.