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Journal : COLLASE (Creative of Learning Students Elementary Education)

KINERJA GURU DALAM MENGEMBANGKAN KEMAMPUAN LITERASI NUMERASI SISWA INKLUSIF DI SDN GUGUS I KOPANG Husniati Husniati; Lalu Hamdian Affandi; Heri Hadi Saputra; Muhammad Makki
COLLASE (Creative of Learning Students Elementary Education) Vol 5, No 3 (2022)
Publisher : IKIP Siliwangi

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Abstract

Penelitian bertujuan untuk memetakan kinerja guru dalam mengembangkan kemampuan literasi numerasi siswa inklusif di SDN Gugus I Kopang. Hasil penelitian menunjukkan bahwa pada aspek perencanaan pembelajaran sebagian besar guru hanya membuat RPP bagi siswa regular saja, dan merasa kesulitan dalam menyusun PPI (Program Pembelajaran Individual) yang berorientasi literasi numerasi bagi siswa inklusif. Pada pelaksanaan pembelajaran guru sudah mampu menggunakan model, metode, dan media pembelajaran yang relative bervariasi dan dapat mengakomodir kebutuhan siswa inklusif. Selama pembelajaran siswa regulrer terlihat bekerja sama, berdiskusi, dan membantu siswa inklsif untuk memahami materi yang disampaikan guru. Guru juga memberikan pendampingan dan atau bimmbingan khusus secara individual bagi siswa inklusif baik di dalam kelas maupun di luar kelas. Sedangkan untuk peenilaian pembelajaran, guru juga sudah berusaha menyusun instrument dan butir soal yang berbeda untuk siswa regular dengan siswa inklusif.
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%.