Efektifnya Video Belajar Berbasis Game di Pusat Budaya Bali Tentang Karakter Toleransi Anak-Anak di Daerah Aliran Sungai

Penulis

  • Putu Aditya Antara Department of Basic Education, Faculty of Education, Ganesha University of Education
  • Nona Department of Basic Education, Faculty of Education, Ganesha University of Education
  • I Wayan Ardana Department of Basic Education, Faculty of Education, Ganesha University of Education

DOI:

https://doi.org/10.23887/paud.v11i3.72555

Kata Kunci:

video, Bali Cultural Game Based, Tolerances

Abstrak

Toleransi merupakan suatu perilaku hidup dalam ucapan, perbuatan, serta tingkah laku yang mencerminkan sikap menghargai serta menghormati orang lain. Toleransi harus didukung oleh cakrawala pengetahuan yang luas, bersikap terbuka, kebebasan berpikir dan  beragama. Penelitian ini merupakan penelitian eksperimen semu dengan model pretest posttest control group design. Instrumen yang digunakan untuk mengukur efektifitas penggunaan video pembelajaran mengacu pada indikator sikap toleransi yang diintergrasikan dengan media video, konten video sentra budaya bali, dan pengayaan sikap toleransi terkait budaya bali yang dimuat dalam video. Data dianalisis menggunakan paradigma statistic non parametrik Wilcoxon. Interpretasi didasarkan pada signifikansi tes. Terdapat pengaruh yang signifikan dan peningkatan terhadap kemampuan dan keterampulan guru yang mengajar di DAS Banyumala yang sebelum dan sesudah mengikuti pelatihan pembuatan video pembelajaran berbasis sentra budaya Bali. Hal ini didukung oleh teknik-teknik yang sederhana dan mudah dipahami oleh guru. Rata-rata nilai guru yang mengajar di TK di sekitar aliran sungai das banyumala lebih tinggi dari rata-rata nilai guru yang mengajar di kecamatan sukasada dan di luar daerah aliran sungai das banyumala. Sehingga, kami harapkan kemampuan guru dalam membuat video pembelajaran dapat meningkat dan mampu mengimplementasikan sentra budaya bali dalam pengajaran di PAUD melalui berbagai macam pelatihan worksop terkait

Referensi

Afnan, Muhammad, K., Khan, N., Lee, M. Y., Imran, A. S., & Sajjad, M. (2021). School of the future: A comprehensive study on the effectiveness of augmented reality as a tool for primary school children’s education. Applied Sciences (Switzerland), 11(11). https://doi.org/10.3390/app11115277. DOI: https://doi.org/10.3390/app11115277

Bermudez, V. N., Salazar, J., Garcia, L., Ochoa, K. D., Pesch, A., Roldan, W., Soto-Lara, S., Gomez, W., Rodriguez, R., Hirsh-Pasek, K., Ahn, J., & Bustamante, A. S. (2023). Designing culturally situated playful environments for early STEM learning with a Latine community. Early Childhood Research Quarterly, 65(November 2022), 205–216. https://doi.org/10.1016/j.ecresq.2023.06.003. DOI: https://doi.org/10.1016/j.ecresq.2023.06.003

Birhan, W., Shiferaw, G., Amsalu, A., Tamiru, M., & Tiruye, H. (2021). Exploring the context of teaching character education to children in preprimary and primary schools. Social Sciences and Humanities Open, 4(1), 100171. https://doi.org/10.1016/j.ssaho.2021.100171. DOI: https://doi.org/10.1016/j.ssaho.2021.100171

Celikel, R., Ramazanoglu, E., & Talu, B. (2023). The effect of motor learning-based telerehabilitation on quality of life of children with cerebral palsy during the COVID-19 pandemic. Archives de Pediatrie, 30(6), 383–388. https://doi.org/10.1016/j.arcped.2023.04.004. DOI: https://doi.org/10.1016/j.arcped.2023.04.004

Hidayati, N. N., Purnomo, J. H., & ... (2021). Rethinking The Indonesian Local Wisdom: A Way Of Implanting Character Education Using Traditional Games. … Seminar On Islamic …, 1. http://www.ejournal.uniramalang.ac.id/index.php/isiep/article/view/1285.

Kurnadi, & Dewa Ayu Puteri Handayani. (2023). Shadow Puppet Videos to Stimulate Time Vocabulary Speaking Skills for Children Aged 4-6 Years. Jurnal Pendidikan Anak Usia Dini Undiksha, 11(2), 255–262. https://doi.org/10.23887/paud.v11i2.66073. DOI: https://doi.org/10.23887/paud.v11i2.66073

López-Fernández, D., Gordillo, A., Lara-Cabrera, R., & Alegre, J. (2023). Comparing effectiveness of educational video games of different genres in computer science education. Entertainment Computing, 47(November 2022), 100588. https://doi.org/10.1016/j.entcom.2023.100588. DOI: https://doi.org/10.1016/j.entcom.2023.100588

Pozo, J. I., Cabellos, B., & Sánchez, D. L. (2022). Do teachers believe that video games can improve learning? Heliyon, 8(6). https://doi.org/10.1016/j.heliyon.2022.e09798. DOI: https://doi.org/10.1016/j.heliyon.2022.e09798

Prayitno, H. J., Markhamah, Nasucha, Y., Huda, M., Ratih, K., Ubaidullah, Rohmadi, M., Boeriswati, E., & Thambu, N. (2022). Prophetic educational values in the Indonesian language textbook: pillars of positive politeness and character education. Heliyon, 8(8), e10016. https://doi.org/10.1016/j.heliyon.2022.e10016. DOI: https://doi.org/10.1016/j.heliyon.2022.e10016

Pujihartati, S. H., & Wijaya, M. (2018). Internalization of Commonality Values Through A Loving-Traditional Game Movement. Internalization of Commonality Values Through A Loving-Traditional Game Movement, 2(Icse 2017), 968–973. https://doi.org/10.5220/0007109109680973. DOI: https://doi.org/10.5220/0007109109680973

Retnasari, L., Hidayah, Y., & Prasetyo, D. (2021). Reinforcement of Character Education Based on School Culture to Enhancing Elementary School Students’ Citizenship Character. Jurnal Ilmiah Sekolah Dasar, 5(2), 351. https://doi.org/10.23887/jisd.v5i2.38072. DOI: https://doi.org/10.23887/jisd.v5i2.38072

Russell, S. J., & Cain, K. (2022). The animals in moral tales: Does character realism influence children’s prosocial response to stories? Journal of Experimental Child Psychology, 219, 105392. https://doi.org/10.1016/j.jecp.2022.105392. DOI: https://doi.org/10.1016/j.jecp.2022.105392

Schöbel, S., Saqr, M., & Janson, A. (2021). Two decades of game concepts in digital learning environments – A bibliometric study and research agenda. Computers and Education, 173(July). https://doi.org/10.1016/j.compedu.2021.104296. DOI: https://doi.org/10.1016/j.compedu.2021.104296

Sugiarti, R., Erlangga, E., Suhariadi, F., Winta, M. V. I., & Pribadi, A. S. (2022). The influence of parenting on building character in adolescents. Heliyon, 8(5). https://doi.org/10.1016/j.heliyon.2022.e09349. DOI: https://doi.org/10.1016/j.heliyon.2022.e09349

Sutama, I. W., Astuti, W., Lailatus, S., & Aini, D. N. (2023). The Content of the Learning Management System ( SIPEJAR ) for Early Childhood Learning Design Courses Based on the Case Method and Team-Based Project. Jurnal Pendidikan Anak Usia Dini Undiksha, 11, 80–88. DOI: https://doi.org/10.23887/paud.v11i1.53785

Swandewi, N. K., Nugrahanta, G. A., & Dharma, U. S. (2023). Development Of Integrity Character Education Guidebook Based On Traditional Games For 10-12 Year Old Children. Jurnal Cakrawala Pendas, 9(1), 23–39.

Udjaja, Y., & Ramdhan, D. (2022). Experiential game learning design framework: Mechanical content of serious game. Procedia Computer Science, 216(2022), 415–423. https://doi.org/10.1016/j.procs.2022.12.153. DOI: https://doi.org/10.1016/j.procs.2022.12.153

Utomo, S. C., Glorino, M., & Pandin, R. (2021). Changes in Foreign and Modern Culture in the 21St Century Which Drivers Culture in East Java Seen From a Historical Perspective. June. https://doi.org/10.20944/preprints202106.0281.v1. DOI: https://doi.org/10.20944/preprints202106.0281.v1

Vatne, T. M., Haukeland, Y. B., & Fjermestad, K. W. (2023). The development of SIBS-ONLINE, a group-based video conference intervention for siblings of children with chronic disorders and their parents. PEC Innovation, 3(September), 100220. https://doi.org/10.1016/j.pecinn.2023.100220. DOI: https://doi.org/10.1016/j.pecinn.2023.100220

Zhicong, Z., Heming, L., & Jiaxian, Z. (2023). Teaching with social context in instructional video facilitates second language vocabulary learning. Heliyon, 9(3), e14540. https://doi.org/10.1016/j.heliyon.2023.e14540. DOI: https://doi.org/10.1016/j.heliyon.2023.e14540

Zhou, Y., Zhang, X., Liang, J. C., & Tsai, C. C. (2014). The relationship between parents addicted to mobile phone and adolescent addicted to the Internet. Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014, November 2014, 484–488.

Diterbitkan

2024-01-03

Cara Mengutip

Antara, P. A., Dewi, N. P. S., & I Wayan Ardana. (2024). Efektifnya Video Belajar Berbasis Game di Pusat Budaya Bali Tentang Karakter Toleransi Anak-Anak di Daerah Aliran Sungai. Jurnal Pendidikan Anak Usia Dini Undiksha, 11(3), 424–429. https://doi.org/10.23887/paud.v11i3.72555

Terbitan

Bagian

Articles

Artikel paling banyak dibaca berdasarkan penulis yang sama

1 2 > >>