Sri Amerta
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Upaya Meningkatkan Aktivitas Dan Hasil Belajar IPA Dengan Menggunakan Pendekatan Contextual Teaching And Learning (CTL) Di Kelas III Sekolah Dasar Sri Amerta
Prosiding Seminar Nasional Jurusan PGSD FIP UNP Tahun 2015 Vol 1, No 1 (2015): Inovasi Pembelajaran Berbasis Riset di Sekolah Dasar
Publisher : Prosiding Seminar Nasional Jurusan PGSD FIP UNP Tahun 2015

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (311.552 KB)

Abstract

Learning science is supposed to link learning to real life, students actively seek and find their own knowledge and skills they need. Therefore, teachers should be able to choose the approach that suits the characteristics of science teaching, the approach provides an opportunity for students to discover themselves and in accordance with the real life of students. One approach that can be used is the approach of Contextual Teaching and Learning (CTL). CTL approach helps students to understand the meaning of the subject matter learned and the meteri associate with the context of their lives, so has the knowledge and skills that can be applied to solve problems encountered in everyday life. Thus, the learning process can improve the activity carried out and the results of student learning in science learning.
EDUCATION GAME AS AN EFFORT DELIGHTFUL LEARNING IN THE ELEMENTARY SCHOOL Zainal Abidin; Nasrul; Sri Amerta; Vini Ariani Erwin; Rahmawati Erwin; Chandra; Yesi Anita; Annisa Kharisma
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 1 (2020): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i1.7926

Abstract

This study aims to develop a thematic learning media in the era of industrial revolution 4.0 by using educational games for elementary students that are valid, practical and effective. Thematic learning media using educational games is closely related to innovation and the use of technology following the demands of the industrial revolution 4.0 era to increase student’s attractiveness in learning. Thematic media learning was the result of development by using adobe flash CS6 program. The contained of media was thematic learning that integrates of several subjects. The development model used was 4-D (define, design, develop, disseminate). The research data was obtained from the validity test (media validation sheet), practicality (student and teacher response questionnaire), and effectiveness (student learning activities and results). Data were analyzed descriptively. The results showed that the thematic learning media was valid (media content according to curriculum, attractive design and layout, ease of operation, easy to understand students' language, and clear presentation according to student characteristics), practical (clear contents and objectives, easy to read, attractive appearance, and student interest increases), and effective (can increase student activity and learning outcomes). Learning media using educational games can create a fun learning process.