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Pengembangan Media Pembelajaran Playmat Interaktif Audio Visual sebagai Stimulasi Motorik Kasar pada Anak Usia Dini TK Laboratorium Universitas Negeri Malang Alby Aruna; Khoirul Muanam; Purnomo Purnomo; Yerry Soepriyanto
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.5918

Abstract

This study develops an interactive audio-visual playmat as a learning medium designed to stimulate gross motor skills in early childhood at the Kindergarten Laboratory of Universitas Negeri Malang. The methodology applied follows an educational system development model that includes needs analysis, product design and creation, as well as evaluation and revision. This medium aims to create an enjoyable learning experience that simultaneously stimulates the development of gross motor skills through a combination of audio and visual elements. These elements are strategically designed to activate gross motor responses such as jumping, running, and moving according to instructions. The interactive features of this playmat are designed to provide immediate feedback on children's physical movements, reinforcing the connection between sensory stimuli and motor response. Through a quantitative approach, this study makes a significant contribution to early childhood education, presenting a learning medium that is not only engaging but also effective in supporting the essential development of gross motor skills critical for children's physical growth and future motor skills.
Teachers' Multiple Representations on Teaching Fractions at Elementary School: A Commognitive Framework Ria Norfika Yuliandari; Cholis Sa'dijah; Susiswo Susiswo; Purnomo Purnomo
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 2 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i2.5048

Abstract

This research explores how teachers utilize verbal, symbolic, pictorial, and real-life representations using a commognitive framework to support student learning. This research uses a qualitative approach with an exploratory descriptive design. The selection of research subjects was carried out through purposive sampling which was modified to achieve the research objectives. The research focuses on elementary school teachers who have education diplomas and more than 15 years of teaching experience. In this research, our data is in the form of learning video recording data. The collected data was analyzed using the cognition framework and the Lesh Model of multiple representations. The results of this research show two representations that teachers always apply to each commognitive component, namely symbolic representation and real-life representation. Symbolic representations are often used by teachers to solve mathematical problems, especially word problems. Likewise, real life representations are often used because they apply events or occurrences in everyday life. The use of diverse representations has the potential to increase students' understanding and ability to apply fraction concepts in real life.
PENGEMBANGAN BAHAN AJAR AUTODESK INVENTOR PROFESSIONAL 2022 PADA SISTEM MEKATRONIKA BERBASIS COMPUTER AIDED ENGINEERING Prameisthy Dyah Anggraeni Isnodo; Purnomo; Duwi Leksono Edy
Jurnal Pendidikan Teknik Mesin Vol. 10 No. 1 (2023): Jurnal Pendidikan Teknik Mesin
Publisher : Program Studi Pendidikan Teknik Mesin Fakultas Keguruan dan Ilmu Pendidikan Universitas Sriwiajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jptm.v10i1.142

Abstract

Dunia pendidikan era 4.0 ini dituntut untuk menerapkan pembelajaran menyesuaikan teknologi. Salah satunya adalah Sistem Mekatronika Berbasis Computer Aided Engineering (SMBCAE) pada Program Keahlian Mekatronika di SMKN 8 Malang yang dituntut dapat mengoperasikan Autodesk inventor professional untuk menggambar secara digital. Hal ini melatih siswa untuk menyelesaikan masalah desain pada suatu projek. Penelitian ini bertujuan untuk mengembangkan bahan ajar sebagai pedoman belajar yang variatif serta memuat materi meliputi konsep awal, sketsa 2D, model 3D, dan assembly aplikasi autodesk inventor 2022. Pengembangan bahan ajar ini menggunakan model pengembangan Borg & Gall. Validasi yang terdiri dari satu validator ahli media dan dua validator ahli materi, didapatkan hasil bahwa modul layak dikembangkan. Selain itu, berdasarkan hasil uji coba produk yang dilakukan terhadap 60 siswa didapatkan hasil sebesar 82,5%. Dengan demikian dapat dikategorikan bahwa bahan ajar sangat baik dan layak digunakan.