EFEKTIFITAS PENGGUNAAN MEDIA EDUTAINMENT DI TENGAH PANDEMI COVID-19
(1) Universitas Islam Zainul Hasan
(2) Universitas Islam Zainul Hasan
(3) Universitas Islam Zainul Hasan
(*) Corresponding Author
Abstract
Pada bulan Maret 2020 Presiden Indonesia dan berdasar Surat Edaran Kemendikbud Nomor 4 Tahun 2020 memandatkan untuk siswa belajar dari rumah akibat dari pandemi Covid-19. Adapun studi ini bertujuan untuk menguji keefektifan penggunaan media edutainment saat belajar dari rumah mulai diberlakukan akibat dari Covid-19. Data dianalisis menggunakan metode kuantitatif dan kualitatif. Adapaun data didapatkan menggunakan suatu instrumen tes dan non tes yang dapat diakses secara online. Sebanyak 2 jenis angket yang digunakan pada penelitian ini, yakni angket guru dan angket siswa. Sampel penelitian terdiri dari 232 siswa (M = 15 tahun; SD = 0,5 tahun) serta 32 guru matematika (M = 34 tahun; SD = 0,4 tahun). Hasil studi menunjukkan bahwa mayoritas siswa dan guru memiliki persepsi yang positif untuk menggunakan media edutainment (pada fase kuesioner). Selain itu melalui media edutainment pada pembelajaran via daring, pencapaian aspek kognitif siswa (pada fase tes) juga memperoleh hasil yang positif. Sehingga hasil secara keseluruhan menunjukkan bahwa media edutainment efektif dalam menemani siswa belajar dari rumah.
Abstract
In March 2020, President of Indonesia and based on the Ministry of Education and Culture Circular Letter 4 of 2020 mandated for students to learn from home as a result of the Covid-19 pandemic. The study aims to test the effectiveness of the use of media edutainment while learning from home began to apply as a result of Covid-19. Data is analyzed using quantitative and qualitative methods. The data is obtained using a test and non-test instrument that can be accessed online. A total of 2 types of questionnaires were used in this study, namely the teacher questionnaire and student questionnaire. The research sample consisted of 232 students (M = 15 years; SD = 0.5 years) and 32 mathematics teachers (M = 34 years; SD = 0.4 years). The results of the study show that the majority of students and teachers have a positive perception in using edutainment media (questionnaire phase). In addition, through the media edutainment,, students of achievement (in the test phase) has also gained positive results. So the overall results show that the media edutainment is effective in accompanying students learning from home.
Keywords
Full Text:
PDF (Bahasa Indonesia)References
Aisyah, N., Chotimah, U., & Meryansumayeka. (2019). Developing e-learning content based on character values in mathematics teaching and learning. Journal of Physics: Conference Series, 1166(1). https://doi.org/10.1088/1742-6596/1166/1/012016
Akhter, N., & Akhter, N. (2018). Learning in Mathematics : Difficulties and Perceptions of Students. Journal of Educational Research, 21(1), 147–163. Retrieved from https://www.researchgate.net/publication/328772457_Learning_in_Mathematics_Difficulties_and_Perceptions_of_Students
Aljojo, N. (2018). The design and implementation of a mathematics game-base learning application for primary students. International Journal of Interactive Mobile Technologies, 12(3), 142–152. https://doi.org/10.3991/ijim.v12i3.8739
Anikina, O. V., & Yakimenko, E. V. (2015). Edutainment as a Modern Technology of Education. Procedia - Social and Behavioral Sciences, 166, 475–479. https://doi.org/10.1016/j.sbspro.2014.12.558
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70(JANUARY 2014), 65–79. https://doi.org/10.1016/j.compedu.2013.08.003
Chaamwe, N., & Shumba, L. (2016). Spreadsheets: A Tool for e-Learning — A Case of Matrices in Microsoft Excel. International Journal of Information and Education Technology, 6(7), 570–575. https://doi.org/10.7763/ijiet.2016.v6.753
Dubé, A. K., & Keenan, A. (2016). Are games a viable home numeracy practice? In Early Childhood Mathematics Skill Development in the Home Environment (pp. 165–184). https://doi.org/10.1007/978-3-319-43974-7_10
Hastuti, Sadat, A., Nazar, A., Suherman, L. O. A., Alzarliani, W. O. D., Sapar, & Birawida, A. B. (2019). Environmental care behavior through e-jas model with science edutainment approach. IOP Conference Series: Earth and Environmental Science, 343(1). https://doi.org/10.1088/1755-1315/343/1/012126
Mansour, M., Martin, A. J., Anderson, M., & Gibson, R. (2017). Getting into flow in the arts classroom: Research findings and implications for practice. Educational Practice and Theory, 39(2), 5–15. https://doi.org/10.7459/ept/39.2.02
Mat Zin, H., & Mohd Zain, N. Z. (2010). the Effects of Edutainment Towards Students’ Achievements. Regional Conference on Knowledge Integration in ICT 2010, 129, 2865. Retrieved from http://scholar.google.com/scholar?hl=en&btnG=Search&q=intitle:No+title#0
Mayes, R., Natividad, G., & Spector, J. (2015). Challenges for Educational Technologists in the 21st Century. Education Sciences, 5(3), 221–237. https://doi.org/10.3390/educsci5030221
McFeetors, P. J., & Palfy, K. (2017). We’re in Math Class Playing Games, Not Playing Games in Math Class. Mathematics Teaching in the Middle School, 22(9), 534–544. Retrieved from http://libproxy.usc.edu/login?url=https://search.proquest.com/docview/1969022749?accountid=14749%0Ahttps://usc-primo.hosted.exlibrisgroup.com/openurl/01USC/01USC_SP??url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&genre=article&sid=ProQ:ProQ%3A
Mohammad, H., Fayyoumi, A., & Al-Shathry, O. (2015). Do we have to prohibit the use of mobile phones in classrooms? International Journal of Interactive Mobile Technologies, 9(2), 54–57. https://doi.org/10.3991/ijim.v9i2.4394
Mon, C. S., Meng Yap, K., & Ahmad, A. (2019). A preliminary study on requirements of olfactory, haptic and audio enabled application for visually impaired in edutainment. ISCAIE 2019 - 2019 IEEE Symposium on Computer Applications and Industrial Electronics, 249–253. https://doi.org/10.1109/ISCAIE.2019.8743738
Mukminan. (2014). Tantangan Pendidikan di Abad 21. Teknologi Pendidikan, pp. 0–10.
Ngado, K. (2020). Optimalisasi Motivasi Dan Prestasi Belajar Siswa Menggunakan Moodle Berbantuan Computer Algebra System (Cas). AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(1). https://doi.org/10.24127/ajpm.v9i1.2657
Olive, J., Makar, K., Hoyos, V., Kor, L. K., Kosheleva, O., & Sträßer, R. (2010). Mathematical Knowledge and Practices Resulting from Access to Digital Technologies. In New ICMI Study Series (Vol. 13, pp. 133–177). https://doi.org/10.1007/978-1-4419-0146-0_8
Pratama, L., & Setyaningrum, W. (2018a). GBL in Math Problem Solving: Is it Effective? International Journal of Interactive Mobile Technologies (iJIM), 12(6), 101. https://doi.org/10.3991/ijim.v12i6.8658
Pratama, L. D., Bahauddin, A., & Lestari, W. (2019). Game Edukasi: apakah membuat belajar lebih menarik? At- Ta’lim, 5(1), 39–50.
Pratama, L. D., & Lestari, W. (2020). Pengaruh Pelatihan Terhadap Kompetensi Pedagogik. Jurnal Cendekia: Jurnal Pendidikan Matematika, 4(1), 278–285.
Pratama, L. D., & Setyaningrum, W. (2018b). Game-Based Learning: The effects on student cognitive and affective aspects. Journal of Physics: Conference Series, 1097(1). https://doi.org/10.1088/1742-6596/1097/1/012123
Setyaningrum, W., Pratama, L. D., & Ali, M. B. (2018). Game-Based Learning in Problem Solving Method: The Effects on Students’ Achievement. International Journal on Emerging Mathematics Education, 2(2), 157. https://doi.org/10.12928/ijeme.v2i2.10564
Singhal, A., & Rogers, E. M. (2013). The Entertainment-Education Strategy in Communication Campaigns. In Public Communication Campaigns (pp. 343–356). https://doi.org/10.4135/9781452233260.n28
Widyasari, W., Sutopo, H., & Agustian, M. (2019). QR code-based learning development: Accessing math game for children learning enhancement. International Journal of Interactive Mobile Technologies, 13(11), 111–124. https://doi.org/10.3991/ijim.v13i11.10976
DOI: http://dx.doi.org/10.24127/ajpm.v9i2.2783
.png)

.png)