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Influence of play-based learning on socio-emotional development among early childhood children in Afijio Local Government Area of Oyo State, Nigeria 游戏学习对尼日利亚奥约州阿菲吉奥地方政府地区幼儿社会情感发展的影响
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.66352
Elizabeth Olaoluwa Adubuola, Taofeek Akolade Gbadeyanka, Baniyaminu Opeyemi Hamzat, Nasimot Opeyemi Oyewumi
With two key objectives, this study delves into the impact of play-based learning programs on the socio-emotional development of early childhood children in Afijio Local Government Area, Oyo State, Nigeria. Firstly, it examines whether these programs affect socio-emotional development differently based on gender. Secondly, it investigates how school type, whether private or public, influences the effectiveness of play-based learning on socio-emotional development within this region. This study employs a non-randomized quasi-experimental design. The study engaged 132 early childhood children aged 3-5 years from two schools in the area. An Emotional Regulatory Skill Test (ERST) was designed and demonstrated strong reliability (α = 0.84) and content validity. Results revealed that play-based learning programs are intentionally designed for gender-neutral effectiveness, promoting inclusivity and equality. A significant effect of play-based learning programs on socio-emotional development based on school type was found, with private schools providing enriched environments and public schools leveraging diversity for growth. These findings underscore the transformative potential of play-based learning in fostering inclusive socio-emotional development among early childhood children, advocating for gender-equitable programs, and suggesting allocating additional resources to public schools for enriched play-based experiences. Ultimately, the study offers a vision of a harmonious future where socio-emotional development knows no gender boundaries, and every child thrives, regardless of school type.
本研究有两个主要目标,深入研究了以游戏为基础的学习项目对尼日利亚奥约州Afijio地方政府地区幼儿社会情感发展的影响。首先,它考察了这些项目对社会情感发展的影响是否因性别而异。其次,它调查了学校类型(无论是私立还是公立)如何影响该地区以游戏为基础的学习对社会情感发展的有效性。本研究采用非随机准实验设计。该研究涉及该地区两所学校的132名3-5岁的幼儿。设计了一份情绪调节技能测验(ERST),具有较强的信度(α = 0.84)和内容效度。结果显示,基于游戏的学习计划旨在实现性别中立的效果,促进包容性和平等。基于游戏的学习项目对社会情感发展的显著影响是基于学校类型的,私立学校提供丰富的环境,公立学校利用多样性促进成长。这些发现强调了以游戏为基础的学习在促进幼儿包容性社会情感发展方面的变革潜力,倡导性别平等的课程,并建议向公立学校分配额外的资源,以丰富以游戏为基础的体验。最终,这项研究提供了一个和谐未来的愿景,社会情感发展没有性别界限,每个孩子都能茁壮成长,无论学校类型如何。
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引用次数: 0
Development of Android application-based digital literacy media to improve the reading ability of ADHD students 开发基于Android应用的数字读写媒体,提高ADHD学生的阅读能力
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.63849
Abdul Khair, Murtadlo Pahrurrozi, Endang Purbaningrum, Ahmad Yudi Saputra
This study aims to help kids with Attention Hyperactivity disorder (ADHD) in inclusive classrooms become better readers. The ADDIE model, which stands for Analysis, Design, Development, Implementation, and Evaluation, is used in this study's RD (Research and Development) research. The study was conducted between 11 February and 12 April 2023. Eight kids with ADHD from 4 primary school classes at UNESA 2 Labschool participated in this study. Of these, two were in class 3, two were in fourth grade, two were in fifth grade, and two were in sixth grade. Ways for gathering data via a questionnaire. It is claimed that the outcomes of enhancing students' reading abilities with digital literacy media built on Android applications are reliable, applicable, and efficient. This study used a questionnaire as the data collection tool to assess its validity, usefulness, and efficacy. The Aiken's V validation result for digital literacy media was 0.89, deemed legitimate and highly acceptable for usage by material specialists. Experts in the media estimate Aiken's V average to be 0.93. The average percentage result for Android application-based digital literacy media is 89%, making it extremely practical. 91% of the time, it works. Media promoting digital literacy is therefore deemed effective. It is legitimate, practical, and efficient to use Android applications-based digital literacy media to help ADHD pupils with their reading abilities in inclusive schools.
本研究旨在帮助有注意力过动障碍(ADHD)的儿童在包容性课堂中成为更好的阅读者。ADDIE (Analysis, Design, Development, Implementation, and Evaluation)模型被用于本研究的RD (Research and Development)研究。该研究于2023年2月11日至4月12日进行。来自UNESA 2实验室学校4个小学班的8名ADHD儿童参与了这项研究。其中两个在三班,两个在四年级,两个在五年级,两个在六年级。通过问卷收集数据的方法。本文认为,利用基于Android应用程序的数字读写媒体提高学生阅读能力的效果是可靠、适用和高效的。本研究以问卷作为资料收集工具,评估其效度、有用性及疗效。数字素养媒体的艾肯V验证结果为0.89,被材料专家认为是合法的,并且高度可接受。媒体专家估计艾肯的平均V值为0.93。基于Android应用程序的数字读写媒体的平均百分比是89%,这使得它非常实用。91%的情况下,它是有效的。因此,促进数字素养的媒体被认为是有效的。在全纳学校中,使用基于Android应用程序的数字读写媒体来帮助ADHD学生提高阅读能力是合法、实用和高效的。
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引用次数: 0
Utilization of the Canva application on the Belajar.Id site as a learning media at SMK Bina Nusa Mandiri Jakarta 在Belajar上使用Canva应用程序。我的网站作为学习媒体在SMK Bina Nusa Mandiri雅加达
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.63299
Indira Putri, Jumardi Jumardi
This study aims to discover the use of the Canva Education Application as a learning medium accessed through web learning. id for teachers at SMK Bina Nusa Mandiri Jakarta. This research is a type of qualitative research with a literature study approach. Literature study qualitative research consists of 4 stages: making interview instruments, looking for reading material, recording, and analyzing research material obtained. The results of interviews conducted with teachers at SMK Bina Nusa Mandiri show that the Canva Education application is handy because it can help teachers create engaging learning media for students. The Canva Education application has various features teachers can use to create learning media, such as PPTs, learning videos, infographics, etc. The research results show that the Education Canva Application facilitated by the Ministry of Education and Culture allows teachers at Bina N`usa Mandiri Vocational School to create learning media using only the learn quickly. Id website and can already get the Canva Application for free. The meaning of using the Canva application on learning.id website for history teachers at Bina Nusa Mandiri Vocational School is to be an exciting learning medium because history lessons are famous for lessons that only focus on books. The Canva application learning media has various templates and can also be used to make history-learning videos look interesting. The Canva App can vary in history lessons.
本研究旨在发现使用Canva教育应用程序作为一种学习媒介,通过网络学习访问。雅加达比纳努萨曼迪里SMK的教师。本研究采用文献研究法进行定性研究。文献研究定性研究包括制作访谈工具、寻找阅读材料、记录和分析获得的研究材料四个阶段。对SMK Bina Nusa Mandiri的教师进行的采访结果表明,Canva教育应用程序很方便,因为它可以帮助教师为学生创建引人入胜的学习媒体。Canva教育应用程序有各种功能,教师可以使用它来创建学习媒体,如ppt,学习视频,信息图表等。研究结果表明,教育和文化部推动的教育Canva应用程序允许比纳恩萨曼迪里职业学校的教师仅使用“快速学习”创建学习媒体。Id网站,已经可以免费获得Canva应用程序。使用Canva应用程序对学习的意义。Bina Nusa Mandiri职业学校历史教师的id网站将成为一个令人兴奋的学习媒介,因为历史课程以只关注书本而闻名。Canva应用程序学习媒体有各种模板,也可以用来制作有趣的历史学习视频。Canva应用程序在历史教训方面可能有所不同。
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引用次数: 0
Validity of interactive learning media in computer basics course 交互式学习媒体在计算机基础课程中的有效性
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.60376
Muh. Putra Pratama, Simon Ruruk, Perdy Karuru
This study aims to determine the validity and practicality of interactive media in computer basics courses in the educational technology study program at Universitas Kristen Indonesia Toraja. This type of development research uses the ADDIE research model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity and practicality tests can be used as a reference for assessing the media that has been developed. This research has conducted a content validity test; the quality of interactive media based on the assessment by teaching material expert lecturers shows an average of 3.77 from a maximum average score of 4.00. Thus, interactive media shows criteria worth using. The results of the media validity test that the quality of interactive media based on the assessment by media expert lecturers shows an average of 3.58 from a maximum average score of 4.00; thus, the module indicates very feasible criteria. The interactive media practicality test results showed that the interactive media developed an average of 3.46 from an average score of 4.00. Thus, the module showed efficient criteria.
本研究旨在探讨互动媒体在印尼托拉雅大学教育科技研究计划计算机基础课程中的有效性与实用性。这种类型的开发研究使用ADDIE研究模型(分析、设计、开发、实施和评估)。有效性和实用性测试的结果可作为评价已开发的介质的参考。本研究进行了内容效度检验;根据教材专家讲师的评估,互动媒体的质量平均为3.77分,最高平均为4.00分。因此,互动媒体显示了值得使用的标准。媒体效度测试结果显示,根据媒体专家讲师的评估,互动媒体的质量平均为3.58分,最高平均为4.00分;因此,该模块表明了非常可行的标准。互动媒体实用性测试结果显示,互动媒体从平均4.00分发展到平均3.46分。因此,该模块显示了有效的标准。
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引用次数: 0
Developing augmented reality novel games as English learning media for reading narrative texts 开发增强现实小说游戏作为阅读叙事文本的英语学习媒介
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.65246
Hajar Khoirunisa, Tri Wahyuni Floriasti
Incorporating augmented reality (AR) into education is increasingly vital for fostering engagement and interactivity, particularly in language learning, where narrative text plays a central role. The objectives of this study were to (1) ascertain the participants' target demands, (2) analyze their English-language learning needs, and (3) create an augmented reality novel game as a teaching tool for narrative text. This research and development project (RD) was conducted. Junior high schoolers were the subjects; they were 15 males and 17 females. This study was done using a 4-D model. Participants were given questionnaires to complete, and an English teacher was interviewed as part of the need analysis. The instruments used to collect the data were the needs analysis questionnaire, interview guidelines, expert judgment rating scale, and student review questionnaire. The result of this study is an augmented reality novel game as English learning media, which was created after taking into account the findings of the needs analysis, professional opinion, and student evaluation. It consists of narrative texts in general and augmented reality books that serve as instances of narrative texts. The developed media's overall average score was 3.65. The created interactive learning multimedia was therefore categorized as suitable. According to the students' review findings, most augmented reality novel games are excellent and appropriate.
将增强现实(AR)纳入教育对于促进参与和互动性越来越重要,特别是在语言学习中,叙事文本起着核心作用。本研究的目的是:(1)确定参与者的目标需求,(2)分析他们的英语学习需求,(3)创建一个增强现实小说游戏作为叙事文本的教学工具。本研究及发展计划(RD)已进行。研究对象为初中生;他们是15名男性和17名女性。这项研究是用一个四维模型完成的。参与者被要求完成问卷调查,并采访了一位英语老师作为需求分析的一部分。收集数据的工具是需求分析问卷、访谈指南、专家判断评定量表和学生评论问卷。本研究结合需求分析、专业意见和学生评价的研究结果,制作了一款增强现实小说游戏作为英语学习媒介。它包括一般的叙事文本和作为叙事文本实例的增强现实书籍。发达媒体的总体平均得分为3.65分。因此,所创建的交互式学习多媒体被归类为合适的。根据学生的评论发现,大多数增强现实小说游戏都是优秀和合适的。
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引用次数: 0
The implementation of graphic motion-based communication technology material learning videos for 3rd grade elementary students 基于图形运动的通信技术的小学三年级教材学习视频的实现
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.51908
Azmi Fauziah Hamidah, Feri Hidayatullah Firmansyah, Fahmi Candra Permana, Ahamad Tarmizi Azizan
Motion graphic-based learning videos are a digital learning medium that clarifies material, increases student learning independence, can be accessed quickly, and is not limited in time. This study aimed to determine the implementation and feasibility of motion graphic-based learning videos on the material 'Communication Technology' for third-grade students of Luqmanul Hakim Integrated Islamic Elementary School, Bandung City. This research uses the Design and Development (DD) model. This research went through five stages, namely (1) problem identification, (2) Determining goals and solutions, (3) Product design and development, (4) Trials, and (5) Communication. Data collection techniques used were interviews and questionnaires. Two experts are involved in this study: material and media experts. The sampling technique used is saturated sampling. Namely, the total number of grade 3 students is 24 students. The validation results by the material experts showed a percentage of 100% with the qualification "Very Good." In comparison, the results of the confirmation by the media experts showed a rate of 98%, and the effects of student assessments showed that the percentage showed 92.4% with the qualification "Very Good." Based on the results of validation by experts and reviews by teachers and students, it can be concluded that motion graphic-based learning videos are appropriate for use as learning media.
基于动态图形的学习视频是一种数字学习媒介,它可以澄清材料,提高学生的学习独立性,可以快速访问,并且不受时间限制。本研究旨在确定万隆市Luqmanul Hakim伊斯兰综合小学三年级学生“通讯技术”教材中基于动画的学习视频的实施和可行性。本研究采用设计与开发(DD)模型。本研究经历了五个阶段,即(1)问题识别,(2)确定目标和解决方案,(3)产品设计与开发,(4)试验,(5)沟通。使用的数据收集技术是访谈和问卷调查。本研究涉及两位专家:材料专家和媒体专家。使用的采样技术是饱和采样。也就是说,三年级学生的总人数是24人。材料专家的验证结果为100%,合格率为“非常好”。相比之下,媒体专家的确认率为98%,学生评估的效果显示,“非常好”的比例为92.4%。根据专家的验证结果和师生的评价,可以得出基于动态图形的学习视频适合作为学习媒体的结论。
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引用次数: 0
The effectiveness of video-assisted asynchronous learning on students' learning outcomes in the subject of akidah akhlak 视频辅助异步学习对学生akidah akhlak学科学习成果的影响
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.63607
Alvian Nur Jamil, Muhammad Thohir
The role of technology in the education sector is increasing and has impacted the realm of learning activities. Technology-integrated learning is highly needed to facilitate both teachers and students in their activities. Using asynchronous learning models provides flexibility with easy and efficient access in terms of time. The research aims to describe the implementation of the asynchronous learning model assisted by videos in the subject of akidah akhlak, as well as the learning outcomes of the experimental and control groups, and the effectiveness of the asynchronous learning model assisted by videos in improving student learning outcomes. The research method used is quantitative with a proper experimental design. The experiment takes the form of a pretest-posttest control group design, with an experimental class receiving treatment in the form of asynchronous learning assisted by videos, and a control class implementing conventional methods. The research results show that the questionnaire on video implementation obtained a TCR score of 82.95% for variable X and 81.79% for variable Y, both falling within the 81-100% interval scale, indicating a "Very Good" category. The post-test results of the experimental class yielded a score of 86.43, while the control class scored 76.57. The paired sample t-test showed an average difference of 15.29 for the experimental class, while the control class had an average difference of 8.71, with a n-gain value of 0.27 for the control class, indicating a "low" category, whereas the experimental class had a n-gain value of 0.53, falling within the "middle" category. The implementation of engaging video learning media creates a non-monotonous learning atmosphere, and the questionnaire on video implementation received a "Very Good" rating. The use of the asynchronous learning model assisted by videos effectively improves student learning outcomes in Islamic creed and ethics, as evidenced by a larger difference in the experimental class compared to the control class.
技术在教育部门的作用越来越大,并影响了学习活动的领域。为了方便教师和学生的活动,技术集成学习是非常必要的。使用异步学习模型在时间方面提供了灵活性和简单有效的访问。本研究旨在描述视频辅助异步学习模式在akidah akhlak学科中的实施情况,以及实验组和对照组的学习成果,以及视频辅助异步学习模式在提高学生学习成果方面的有效性。研究方法是定量的,实验设计合理。实验采用前测后测对照组设计,实验组采用视频辅助异步学习的方式,对照组采用常规方法。研究结果表明,视频实施问卷变量X的TCR得分为82.95%,变量Y的TCR得分为81.79%,均处于81-100%的区间范围内,属于“非常好”类别。实验班后测成绩为86.43分,对照组为76.57分。配对样本t检验显示,实验班的平均差异为15.29,对照组的平均差异为8.71,对照组的n-增益值为0.27,属于“低”类别,而实验班的n-增益值为0.53,属于“中”类别。参与式视频学习媒体的实施营造了一种不单调的学习氛围,视频实施问卷得到了“非常好”的评价。使用视频辅助的异步学习模式有效地提高了学生在伊斯兰教义和伦理方面的学习效果,实验班与对照班的差异更大。
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引用次数: 0
Systematic review of multiliteracies skills, multimodal tools to facilitate learning in early childhood classroom 系统回顾多种读写技能、多模式工具,促进幼儿课堂学习
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.66343
Francis Moodu Yakubu, Kayode Ezechael Obafemi
This systematic review of literature investigates the use of multimodal tools and acquisition of multiliteracies skills to facilitate effective learning in early childhood educational settings. The review covered a total of 15 relevant articles obtained from databases such as ERIC, Education Full Text, PsycINFO, and Web of Science. Having analyzed and synthesized the current evidence, the review provides a significant and valuable insight into the use and acquisition of multiliteracies skills and tools to facilitate learning in early childhood settings. The sole purpose of this review is to add to the body of existing literature in multiliteracies. The study also provides answer to the only research question of the review which was what are the most effective ways to implement multiliteracies and multimodal techniques in the classroom and how early childhood education can benefit from the systematic application of multiliteracies and multimodal learning. The result of the review revealed that, teachers are facing greater challenges than ever in choosing and designing a pedagogy that can engage students in meaningful literacy practices due to the changing literacy needs in the multimedia environment, the changing lifeworld’s of the learners, and the changing dimensions of school literacies. Therefore, the review recommended that policymakers must work to incorporate all multimodal tools and technology into the curriculum, especially for early childhood education. Also, schools and learning centers should provide limitless opportunities in early childhood classrooms and environment to assist, direct, and motivate students to learn.
这篇系统的文献综述调查了在幼儿教育环境中使用多模态工具和获得多种读写技能以促进有效学习的情况。本综述共收录了从ERIC、Education Full Text、PsycINFO和Web of Science等数据库中获得的15篇相关文章。通过对现有证据的分析和综合,本综述对多种读写技能和工具的使用和获得提供了重要而有价值的见解,以促进幼儿环境中的学习。这篇综述的唯一目的是增加现有文献的主体。该研究还回答了该综述的唯一研究问题,即在课堂上实施多元读写和多模式技术的最有效方法是什么,以及幼儿教育如何从多元读写和多模式学习的系统应用中受益。回顾的结果显示,由于多媒体环境中不断变化的读写需求、学习者生活世界的变化以及学校素养维度的变化,教师在选择和设计一种能够使学生参与有意义的读写实践的教学法方面面临着比以往任何时候都更大的挑战。因此,审查建议政策制定者必须努力将所有多模式工具和技术纳入课程,特别是幼儿教育课程。此外,学校和学习中心应该在幼儿的教室和环境中提供无限的机会来帮助、指导和激励学生学习。
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引用次数: 0
Meta analyzing the ease of use of e-modules in learning 元分析e-模块在学习中的易用性
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.62229
Yogi Irdes Putra, Radinal Fadli, Sundahry Dahry
Technological innovation in education is necessary to increase the quality of learning by utilizing specialized media. One of the efforts made by educators is to use e-modules in learning. E-modules are digital media containing text, video, audio, and animation, which are combined according to the learning needs of students/students. This research was conducted to describe the practicality of using e-modules for teachers/lecturers and students/students. In this study, ten articles were sampled regarding the use of e-modules. Based on the research results, it is known that the average practical value of using e-modules for teachers is 90.63 in the convenient category, while the average practical value of students is 87.09 in the applicable category. Based on the results of a review of the use of the developed e-module, it is included in the practical category so that the e-module can be used in learning activities.
教育技术创新是利用专业媒体提高学习质量的必要条件。教育者所做的努力之一是在学习中使用电子模块。e模块是根据学生的学习需要组合而成的包含文字、视频、音频和动画的数字媒体。本研究旨在描述教师/讲师和学生/学生使用电子模块的可行性。在这项研究中,抽样了十篇关于电子模块使用的文章。根据研究结果可知,方便类教师使用e模块的平均实用值为90.63,适用类学生使用e模块的平均实用值为87.09。根据对开发的电子模块使用情况的审查结果,将其列入实践类别,以便电子模块可以在学习活动中使用。
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引用次数: 0
Implementation of flipped learning with flipbook media assistance on learning outcomes and critical thinking abilities 利用翻页书媒介实施翻转学习对学习成果和批判性思维能力的帮助
Pub Date : 2023-11-05 DOI: 10.21831/jitp.v10i4.58191
Diah Sudiarti, Nashlul Muflihatul Ashilah, Umi Nurjanah
This research was conducted as a sort of classroom action research with two learning cycles to examine whether flipped learning aided by flipbook media may enhance students' cognitive learning outcomes and critical thinking skills. This research's population consisted of tenth-grade Madrasah Aliyah Al Misri Curahmalang students for the academic year 2021-2022. Methods for collecting data include interviews, tests, observations, and documentation. The classical completeness of cognitive learning outcomes increased from 19% in the first cycle to 97% in the second cycle, according to the research findings. Whereas critical thinking abilities were acquired in the first cycle, just one student met critical criteria. In contrast, six students exceeded crucial criteria, and twenty students exceeded critical criteria in the second cycle. Based on the analyzed research findings, it is possible to conclude that flipped learning aided by flipbook media can enhance students' cognitive learning outcomes and critical thinking skills.
本研究以课堂行动研究的形式进行,采用两个学习周期来考察在翻转书媒体辅助下的翻转学习是否可以提高学生的认知学习成果和批判性思维能力。本研究的人群包括2021-2022学年的阿利亚·米斯里·库拉玛朗伊斯兰学校十年级学生。收集数据的方法包括访谈、测试、观察和记录。根据研究结果,认知学习结果的经典完整性从第一个周期的19%增加到第二个周期的97%。尽管在第一个周期中获得了批判性思维能力,但只有一个学生符合批判性标准。相比之下,6名学生超过了关键标准,20名学生在第二周期超过了关键标准。根据分析的研究结果,可以得出结论,在翻转书媒体的辅助下,翻转学习可以提高学生的认知学习成果和批判性思维能力。
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引用次数: 0
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