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Journal : COLLASE (Creative of Learning Students Elementary Education)

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN MONOPOLI DI ERA NEW NORMAL Siti Istiningsih; Darmiany Darmiany; Fitri Puji Astria; Muhammad Erfan
COLLASE (Creative of Learning Students Elementary Education) Vol 4, No 6 (2021)
Publisher : IKIP Siliwangi

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Abstract

During learning from home activities, students spend more time at home and the most common activity is playing. In the new normal era, students are used to playing so they need additional time to focus on teaching and learning activities. One of the efforts that can be made by educators in overcoming this problem is to develop a game that involves educational content that can make students more active. Therefore, this study aims to develop a monopoly game-based learning media with the aim that students become more active in participating in teaching and learning activities. This research is a development research and the development model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out qualitatively. The results of the development show that the monopoly game-based learning media is feasible and effective to be used as a learning medium as the validation results from media experts who get a percentage of 81%, validation results by material experts with a percentage of 86%, and the responses of students in small groups who obtain a percentage of 85%.
MENINGKATKAN PEMAHAMAN KONSEP MAHASISWA CALON GURU SEKOLAH DASAR PADA MATERI FLUIDA STATIS DENGAN GAME ANDROID Muhammad Erfan; Arif Widodo
COLLASE (Creative of Learning Students Elementary Education) Vol 4, No 5 (2021)
Publisher : IKIP Siliwangi

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Abstract

This study aims to improve understanding of the concept of prospective elementary school teacher students on static fluid material assisted by android games. The Android game used is Water Physics Simulation. This research is a quasi-experimental study with the samples used are class 5E as the experimental class and class 5H as the control class. The experimental class learns the concepts of static fluid with the help of Android games and the control class learns the concepts of static fluid as usual, namely conventionally (lectures via webmeeting). Data regarding the understanding of the concept of static fluid for elementary school teacher candidates were obtained by tests (pretest and posttest) which were then analyzed by independent sample t-test and normalized gain test. The results showed that the experimental class after being given treatment had a higher understanding of the static fluid concept than the control class. So, from this study it was found that the Android Water Physics Simulation Game was effective in improving the understanding of the concept of static fluid for elementary school teacher candidates.
Implementasi Gerakan Literasi Nasional (GLN) Di Kabupaten Lombok Tengah: Hambatan Guru SD dalam Membelajarkan Literasi Dasar Selama Masa Pandemi Muhammad Erfan; Arif Widodo; Umar Umar; Aisa Nikmah Rahmatih
COLLASE (Creative of Learning Students Elementary Education) Vol 5, No 3 (2022)
Publisher : IKIP Siliwangi

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Abstract

This study aims to describe the readiness of elementary school teachers and identify the obstacles faced by teachers in teaching basic literacy skills during the COVID-19 pandemic in 4 (four) areas in Central Lombok Regency. The areas studied are Selebung Village, Batukliang District, Setiling Village, North Batukliang District, Darek Village, Southwest Praya District, and Kuta Village, Pujut District, all of which are located in Central Lombok Regency, NTB. This study is qualitative research in which data were obtained from interviews with elementary school teachers in 4 (four) areas in Central Lombok. The data obtained were then described and analyzed descriptively. The results showed that educators or teachers experienced several obstacles in teaching basic literacy skills in elementary schools in Central Lombok during the pandemic. The obstacles faced by these educators include limited learning media and teaching materials, ineffective learning time, and a less supportive learning atmosphere, many educators are bothered by many other activities, it is difficult to motivate students to learn, as well as from the realm of evaluation, educators have limitations in providing instruments or tools for evaluating learning outcomes, especially basic literacy skills.
PENGEMBANGAN GAME ANDROID TEBAK GAMBAR BENDERA NEGARA SEBAGAI MEDIA PEMBELAJARAN SUBTEMA GLOBALISASI DAN MANFAATNYA Muhammad Erfan; Vivi Rachmatul Hidayati; Dyah Indraswati; Aisa Nikmah Rahmatih; Muhammad Makki
COLLASE (Creative of Learning Students Elementary Education) Vol 5, No 1 (2022)
Publisher : IKIP Siliwangi

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Abstract

Learning from home activities during covid pandemic are mostly carried out online by using smartphone devices and generally, the embedded operating system is Android. The existence of these smartphones makes students tend to spend more time watching videos or playing games. Educators must try to restore the enthusiasm of students in learning. One of the efforts that can be done by educators is through gamification or integrating learning materials into a game. Therefore, this study aims to develop a game based on the Android operating system about the flags of countries in the world as an additional medium for educators in teaching material on the sub-theme of globalization and its benefits for elementary school students in grade VI (six). This research is development research with the development model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out qualitatively. The results of the development show that the Android game guessing the images of the flags of countries in the world is suitable for use as a medium of learning in elementary schools on the sub-theme of globalization and its benefits as the validation results from media experts with a percentage of 81%, validation results from material experts with a percentage of 83%, as well as the response of students in small groups using the Android game (game) guess the pictures of the flags of the countries in the world with a percentage of 78%.
PENGEMBANGAN GAME EDUKASI BERBASIS ANDROID PADA TEMA INDAHNYA KERAGAMAN DI NEGERIKU UNTUK PESERTA DIDIK KELAS IV SEKOLAH DASAR Muhammad Erfan; Muhammad Syazali; Tursina Ratu; Nursina Sari
COLLASE (Creative of Learning Students Elementary Education) Vol 5, No 6 (2022)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v5i6.12769

Abstract

Penelitian ini bertujuan untuk mengembangkan permainan (game) edukasi berbasis sistem operasi Android mengenai rumah-rumah adat yang ada di Nusantara yang termasuk dalam tema Indahnya keragaman di negeriku dan sub tema Indahnya Keragaman Budaya Negeriku untuk peserta didik kelas IV (empat) sekolah dasar. Penelitian ini termasuk dalam penelitian pengembangan dengan model pengembangan yang digunakan adalah 4-D dengan empat tahapan yaitu Define, Design Develop, dan Disseminate. Data mengenai kelayakan dan kepraktisan penggunaan media dilakukan secara kualitatif. Hasil pengembangan diperoleh bahwa permainan (game) edukasi tebak gambar rumah adat di nusantara layak digunakan sebagai media pembelajaran di sekolah dasar kelas IV pada tema Indahnya keragaman di negeriku dengan hasil validasi dengan skor rata-rata 1.18 dengan kriteria valid dan skor rerata kepraktisan 3,34 dengan kriteria praktis.