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Journal : Edutech

THE DEVELOPMENT OF THREE DIMENSIONAL ANIMATION FILM FOR CHARACTER EDUCATION MEDIA IN ELEMENTARY SCHOOL Riyana, Cepi
EDUTECH Vol 14, No 2 (2015): INOVASI DAN APLIKASI PENDIDIKAN
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edutech.v14i2.1379

Abstract

Abstract. The formation of character is one of the national education goals. Article 1 of the 2003 Education Law states that among the objectives of national education is to develop the potential of learners to have intelligence, personality and noble character. Currently karakterbangsa strengthening of the strategic priorities of national education progra, given the state of the nation must be returned to the characterization of identity bangsa.Berbagai efforts should be made to build character education, including through modeling (modeling) characters through 3D animations Fim impressions. The strength of this medium is its appeal capable mengypnosis children so charges can be internalized character education in children. The purpose of this research is to "develop Animation 3D Virtual Reality for Education Character in elementary school," This study uses the Research Development (R D) through the stages: (1) analysis of the needs of the Media, (2) Media Development, (3) Validation and Product dissemination. Subjects were students of primary schools, with three locations in West Java (Bandung, Cimahi, Bandung regency). The results of this study indicate that the model is designed with ABC animation (animation character building) a positive impact on habituation as a first step to the formation of character in elementary students.Keywords: Character Education, Film 3D AnimationAbstrak. Pembentukan karakter merupakan salah satu tujuan pendidikan nasional. Pasal 1 UU Sisdiknas tahun 2003 menyatakan bahwa di antara tujuan pendidikan nasional adalah mengembangkan potensi peserta didik untuk memiliki kecerdasan, kepribadian dan akhlak mulia. Saat ini penguatan terhadap karakter bangsa menjadi prioritas program strategis pendidikan nasional, mengingat kondisi bangsa harus dikembalikan pada karakterisasi jati diri bangsa. Berbagai upaya perlu dilakukan untuk membangun pendidikan karakter, diantaranya melalui pemodelan (modeling) karakter melalui tayangan Fim Animasi 3D. Kekuatan media ini adalah daya tariknya yang mampu menghipnosis anak sehingga muatan-muatan pendidikan karakter dapat diinternalisasi pada diri anak. Tujuan Penelitian ini adalah “mengembangkan Film Animasi 3D untuk Pendidikan Karater di Sekolah Dasar”, Penelitian ini menggunakan metode Research Development (RD) melalui tahapan : (1) Analisis kebutuhan Media, (2) Pengembangan Media , (3) Validasi dan Diseminasi Produk. Subyek penelitian adalah siswa SD, dengan lokasi di tiga wilayah Jawa Barat (Cimahi, Kabupaten Bandung Barat dan Cianjur). Hasil penelitian ini menunjukkan bahwa model animasi yang didesain dengan ABC (animation character building) berdampak pada pembiasaan positif sebagai langkah awal untuk pembentukan karakter pada siswa SD.Kata Kunci : Pendidikan Karakter, Film 3D Animasi
EFFECTIVENESS OF COMPUTER LEARNING MODEL GAMES AGAINST EARLY CHILDHOOD COGNITIVE DEVELOPMENT SCOPE OF DEVELOPMENT OF CONCEPTS OF SHAPES, COLORS AND SIZES Rullyana, Gema; Masitoh, Masitoh; Riyana, Cepi
EDUTECH Vol 17, No 3 (2018): KOMPUTER, SEKOLAH & KOMUNITAS BELAJAR
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v17i3.15863

Abstract

Abstract. The general problem in this study is "How is the effectiveness of computer learning game's models for early-childhood cognitive development the scope of the development of the concept of shape, color and size?" Computer learning game's model? 2. What is the cognitive development of children in the scope of the development of color concepts after applying computer learning to game models? 3. What is the cognitive development of children in the scope of the development of the concept of size after applying computer learning to game models? 4. Does the game learn a computer model has a significant influence on improving early-childhood cognitive development in the scope of the development of concepts in shape, color and size? The method used is the quasi-experimental method of time series design. The instruments in this study are objective tests and observations. The research hypothesis was tested using paired sample's t test. The results of this study are: 1. Ho: computer learning games model does not have an influence on early-childhood cognitive improvement the scope of the development of the concept of shape, color and size. 2. H1: computer learning games model has an influence on early-childhood cognitive improvement in the scope of the development of the concept of shape, color and size. Abstrak. Permasalahan umum dalam penelitian ini adalah “Bagaimana efektivitas pembelajaran komputer model games terhadap perkembangan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran?” Secara lebih rinci, masalah tersebut terdiri dari: 1. Bagaimana perkembangan kognitif anak lingkup perkembangan konsep bentuk sesudah diterapkan pembelajaran komputer model games? 2. Bagaimana perkembangan kognitif anak lingkup perkembangan konsep warna sesudah diterapkan pembelajaran komputer model games? 3. Bagaimana perkembangan kognitif anak lingkup perkembangan konsep ukuran sesudah diterapkan pembelajaran komputer model games? 4. Apakah pembelajaran komputer model games memiliki pengaruh yang signifikan terhadap peningkatan perkembangan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran? Metode yang digunakan adalah metode kuasi eksperimen time series design. Instrumen dalam penelitian ini adalah tes objektif dan observasi. Hipotesis penelitian di uji dengan menggunakan paired samples t test. Hasil dari penelitian ini adalah: 1. Ho : pembelajaran komputer model games tidak memberikan pengaruh terhadap peningkatan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran . 2. H1 : pembelajaran komputer model games memberikan pengaruh terhadap peningkatan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran.