教师和教育人员均等化中的政府创新转型

Adi Suhendra, Rosidah, Herman Yaarozatulo Harefa
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摘要

本文旨在开发专门制作的视频学习媒体,以帮助教育工作者更直观、更易懂地展示学习材料,尤其是在幼儿教育领域。在研究与开发(R&D)过程的指导下,本研究侧重于两个主要目标:(1) 阐明为幼儿教育开发基于 STEAM 的视频学习媒体的复杂性,并将宗教和道德价值观融入其中;(2) 评估此类媒体在教育环境中的适宜性和有效性。本研究采用 ADDIE 开发模式,包括五个关键阶段:分析、设计、开发、实施和评估。开发产品的验证过程需要与媒体、材料和设计专家合作,并辅以同事的反馈意见。采用一对一测试、小组测试和实地测试方法来评估媒体的有效性。这些专家的验证结果表明,所开发的媒体完全符合在教育环境中成功应用的标准。在有 15 名学生参与的产品实施阶段,这一开发成果显然是一种有效的学习工具。后测分数超过了前测分数,这表明该产品在加强对早晨现象的理解、灌输宗教和道德价值观以及在幼儿教育中培养 STEAM 创造力方面发挥了有效作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Innovative Government Transformation in The Equalization of Teachers and Education Personnel
This article aims to develop video learning media specifically crafted to assist educators in presenting learning materials more tangibly and understandably, particularly within early childhood education. Guided by the Research and Development (R&D) process, the study focuses on two primary objectives: (1) elucidating the intricacies of developing STEAM-based video learning media for Early Childhood Education, incorporating Religious and Moral Values, and (2) evaluating the appropriateness and effectiveness of such media in the educational context. Adopting the ADDIE development model, the research encompasses five pivotal stages: Analysis, Design, Development, Implementation, and Evaluation. The validation process for the developed product entails collaboration with media, material, and design experts, complemented by feedback from colleagues. One-to-one tests, Small Group Tests, and Field Test methods are employed to assess the effectiveness of the media. Validation results from these experts affirm that the developed media aligns seamlessly with the criteria for successful application in educational settings. During the product implementation phase involving 15 students, it became evident that this development was an effective learning tool. The post-test scores surpassing the pre-test scores indicate the product's efficacy in enhancing the understanding of morning phenomena, instilling religious and moral values, and fostering STEAM creativity in early childhood education.
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