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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.
INTEGRATING LUWU CULTURE INTO ENGLISH LEARNING: A DEVELOPMENT OF CUSTOMIZED MATERIALS FOR NURSING STUDENTS Junita Anjar Lestari; Edhy Rustan; Magfirah Thayyib
English Review: Journal of English Education Vol 12 No 2 (2024)
Publisher : University of Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/erjee.v12i2.9254

Abstract

This research aimed to fulfill the need of nursing students to master English with the integration of local culture. This research was conducted at Kurnia Jaya Persada Health and Business Institute, Palopo City, South Sulawesi, Indonesia, from March to May 2023. This study was a research and development through four stages: (1) needs analysis, (2) material design, (3) try-out, and (4) material revision. The need analysis was done by administering the questionnaire to 32 nursing students and interviewing four English lecturers in the study program. The English material developed consists of seven units. The tasks in each unit integrate the language aspects and skills. The materials for nursing provided are vocabulary and expressions in the health field also English skills for nursing. The features of Luwu local culture in the material are the local names in the tasks; the pictures of the traditional letters, costumes, houses, and sites; the reading text about the culture and history of Luwu; the specialized unit entitled ‘My Local Culture’; the sub-topic about cross-culture communication; and the video about Luwu culture. The English material was judged by the four English lecturers with a mean score of 96.3. The material is valid with revision. The total response of the students toward the English material, after having the try-out stage, is 95.8% agree. The students have positive responses toward the English material. 
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.