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ASSESSMENT OF BETAWI DANCE PRACTICE LEARNING E-ASSESSMENT BASED Triana, Dinny Devi Triana; Soewardjo, B. Kristiono; Adhi, Bambang P; Budiman, Agus; Taryana, Tatang
JISAE: Journal of Indonesian Student Assessment and Evaluation Vol. 9 No. 2 (2023): JISAE (Journal of Indonesian Student Assessment and Evaluation)
Publisher : LPPM Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jisae.v9i2.40285

Abstract

“Merdeka Belajar Kampus Merdeka” (MBKM) is a policy that prepares students ready for use in various joints of life, thus demanding the competence of students and educators in using and utilizing technology in learning. One of MBKM's policies is a student exchange that is converted to 20 credits. Students are given the authority to take courses at various colleges relevant to the field of science and graduate access. Under this policy, a number of courses that have been converted to the MBKM requirement are of concern, especially in the process of learning and assessment. E-assessment used in assessing the learning process of dance practice courses can be a solution, so that students are monitored and evaluated in their learning progress. E-assessment is applied in Betawi dance courses taught at UNJ and UPI Bandung. Research methods use R&D at the system development stage to obtain input so that the evaluation system on e-assessment can be used easily and measurably. The use of e-assessment is expected to make it easier for lecturers to monitor learning outcomes and convert the values acquired by students.
Movement Literation Educational Game Based On Dance Notation to Diagnostic Kinesthetic Intelligence of Junior High School Students Devi Triana, Dinny; Panji Yudha, Rivo; Adhi, Bambang P
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 3 No. 1 (2024): Vol. 3 No. 1 2024
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v3i1.321

Abstract

The purpose of this study is to be able to diagnose kinesthetic intelligence possessed by students with the help of educational games so that they have perceptual abilities through observing motion symbols that have an impact on body language. Besides that, it can optimize its creativity as humanistic literacy, by utilizing data available on the web as data literacy. The use of educational games is expected to make students feel happy and comfortable in participating in learning (joyful learning). Learning by using educational games will make students feel that the activity they are doing is playing games, but actually they are learning something that has been planned by the teacher. This research method uses Research and Development or R&D procedures. However, in this study only at the design stage of the motion literacy educational game prototype. Sampling used purposive with a total of 10 school teachers who have cultural arts teachers with a background in dance. Data analysis techniques to ensure that instruments in the form of motion literacy educational games become reliable devices through qualitative analysis with experts. This research produced a motion literacy educational game prototype consisting of instructions on how to play, manual, and start playing. This game can diagnose kinesthetic intelligence, critical and creative thinking skills in learning arts and culture in schools, especially dance, so that it can predict students' skills in dance.