PENGEMBANGAN MEDIA PEMBELAJARAN PERMAINAN ULAR TANGGA DIGITAL PADA MATERI KERAGAMAN BUDAYA INDONESIA MATA PELAJARAN IPS KELAS IV SEKOLAH DASAR

Nur Oktavia Anggraeni, Yunus Abidin, Y. Wahyuningsih
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN PERMAINAN ULAR TANGGA DIGITAL PADA MATERI KERAGAMAN BUDAYA INDONESIA MATA PELAJARAN IPS KELAS IV SEKOLAH DASAR","authors":"Nur Oktavia Anggraeni, Yunus Abidin, Y. Wahyuningsih","doi":"10.26737/jpipsi.v8i1.3976","DOIUrl":null,"url":null,"abstract":". Technological developments that21st-century more rapidly in the 21st century era require the education system to carry out educational transformations in developing science and technology. One of the important elements in the learning process is learning media, what can be done in an effort to introduce technology to elementary school students is to create learning media that is in line with the demands of the times, namely digital-based learning media that is adapted to the characteristics of students, so that learning is more meaning. The development of snakes and ladders games in digital form can be an option for developing innovative digital media and adding variety in the implementation of learning, one of which is social of al studies learning with the theme Cultural Diversity in Indonesia. The develgenial digital media uses the genially platform with the Design and Development (D&D) method. The results showed that the development of digital snakes and ladders game media on cultural diversity material in grade IV elementary school Indonesia was valid to use with a percentage of material expert assessment of 82.14%, media expert assessment of 83.82%, and 85% of linguist assessment. At the trial stage, the percentage of the assessment was 87.41% from the students and 91.66% from the response given by the teacher.","PeriodicalId":55797,"journal":{"name":"Jurnal PIPSI Jurnal Pendidikan Ilmu Pengetahuan Sosial Indonesia","volume":"32 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal PIPSI Jurnal Pendidikan Ilmu Pengetahuan Sosial Indonesia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26737/jpipsi.v8i1.3976","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

. Technological developments that21st-century more rapidly in the 21st century era require the education system to carry out educational transformations in developing science and technology. One of the important elements in the learning process is learning media, what can be done in an effort to introduce technology to elementary school students is to create learning media that is in line with the demands of the times, namely digital-based learning media that is adapted to the characteristics of students, so that learning is more meaning. The development of snakes and ladders games in digital form can be an option for developing innovative digital media and adding variety in the implementation of learning, one of which is social of al studies learning with the theme Cultural Diversity in Indonesia. The develgenial digital media uses the genially platform with the Design and Development (D&D) method. The results showed that the development of digital snakes and ladders game media on cultural diversity material in grade IV elementary school Indonesia was valid to use with a percentage of material expert assessment of 82.14%, media expert assessment of 83.82%, and 85% of linguist assessment. At the trial stage, the percentage of the assessment was 87.41% from the students and 91.66% from the response given by the teacher.
印尼第四届小学课程IPS第四班课程中,学习媒介学习阶梯的数字蛇游戏
. 21世纪的技术发展更加迅速,21世纪时代要求教育系统在发展科学技术的同时进行教育变革。学习过程中的重要元素之一是学习媒体,在努力向小学生引入技术的过程中,可以做的是创造符合时代要求的学习媒体,即适应学生特点的数字化学习媒体,使学习更有意义。发展数码形式的蛇梯游戏,可作为发展创新数码媒体及增加学习方式多样性的选项之一,其中之一便是以印尼文化多样性为主题的社会研究学习。发展中的数字媒体采用通用平台和设计与开发(D&D)方法。结果表明,印尼小学四年级文化多样性材料上的数字蛇梯游戏媒体开发有效,材料专家评估率为82.14%,媒体专家评估率为83.82%,语言学家评估率为85%。在试用阶段,来自学生的评价占87.41%,来自老师的评价占91.66%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
审稿时长
6 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信