Persepsi Guru dan Siswa Tentang Penggunaan Media Edutainment di Tengah Pandemi Covid-19
Main Article Content
Abstract
Based on the considerations of the President of Indonesia and the Ministry of Education and Culture Circular Letter Number 4 of 2020, which decrees that the learning system in Indonesia since March 2020 requires students to study from home due to the Covid-19 pandemic. This research describes the perceptions of teachers and students in using edutainment media when learning from home comes into effect. The research method used is a survey method that is collected through quantitative and qualitative data. So that the research data were analyzed using descriptive statistics. The data was collected through a non-test instrument in the form of a questionnaire. 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 and 32 mathematics teachers. The results showed that the majority of students have a positive perception of using educational media, especially they prefer media that is packaged through educational games to accompany them in learning. Besides, the teacher also gave a positive response to the existence of educational media, although some respondents thought that the existence of educational games could not facilitate mathematics learning better than teachers.
Article Details
How to Cite
Lestari, W., Pratama, L. D., & Hidayatillah, W. (2020). Persepsi Guru dan Siswa Tentang Penggunaan Media Edutainment di Tengah Pandemi Covid-19. Jurnal Pendidikan Matematika RAFA, 6(2), 109-122. https://doi.org/10.19109/jpmrafa.v6i2.5727
Section
Artikel
The requirements that must be met by the author are as follows:
- The author saves the copyright and gives the journal simultaneously with the license under Creative Commons Attribution License which permits other people to share the work by stating that it is firstly published in this journal.
- The author can post their work in an institutional repository or publish it in a book by by stating that it is firstly published in this journal.
- The author is allowed to post their work online (for instance, in an institutional repository or their own website) before and during the process of delivery. (see Open Access Effect).
How to Cite
Lestari, W., Pratama, L. D., & Hidayatillah, W. (2020). Persepsi Guru dan Siswa Tentang Penggunaan Media Edutainment di Tengah Pandemi Covid-19. Jurnal Pendidikan Matematika RAFA, 6(2), 109-122. https://doi.org/10.19109/jpmrafa.v6i2.5727
References
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
Briz-Ponce, L., & García-Peñalvo, F. J. (2015). An Empirical Assessment of a Technology Acceptance Model for Apps in Medical Education. Journal of Medical Systems, 39(11). https://doi.org/10.1007/s10916-015-0352-x
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
Fitriasari, P. (2017). Pemanfaatan Software Geogebra dalam Pembelajaran Matematika. Jurnal Pendidikan Matematika RAFA, 3(1), 57–69. https://doi.org/10.19109/jpmrafa.v3i1.1441
Gafoor, K. A., & Kurukkan, A. (2015). Learner and Teacher Perception on Difficulties in Learning and Teaching Mathematics: Some Implications. National Conference on Mathematics Teaching- Approaches and Challenges, 233–242.
Mahfi, F. K., Marzal, J., & Saharudin, S. (2020). Pengembangan Game Edutainment Berbasis Smartphone Sebagai Media Pembelajaran Berorientasi Pada Kemampuan Berpikir Kreatif. Jurnal Pendidikan Matematika, 11(1), 39–50. https://doi.org/10.36709/jpm.v11i1.9901
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.
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
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
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
Pentin, A., Kovaleva, G., Davidova, E., & Smirnova, E. (2018). Science education in Russia according to the results of the TIMSS and PISA international studies. Voprosy Obrazovaniya, 2018(1), 79–109. https://doi.org/10.17323/1814-9545-2018-1-79-109
Pratama, L. D., & Lestari, W. (2020). Pengaruh Pelatihan Terhadap Kompetensi Pedagogik. Jurnal Cendekia: Jurnal Pendidikan Matematika, 04(01), 278–285.
Pratama, L. D., & Setyaningrum, W. (2018). 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
Pratama, L.D., & Setyaningrum, W. (2018). 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, Loviga Denny, Lestari, W., & Astutik, I. (2020). Efektifitas Penggunaan Media Edutainment Di Tengah Pandemi Covid-19. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(2). https://doi.org/10.24127/ajpm.v9i2.2783
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., & Agustin, M. (2019). QR Code-based Learning Development: Accessing Math Game for Children Learning Enhancement. International Journal of Interactive Mobile Technologies (IJIM), 13(11), 111–124. https://doi.org/https://doi.org/10.3991/ijim.v13i11.10976
Briz-Ponce, L., & García-Peñalvo, F. J. (2015). An Empirical Assessment of a Technology Acceptance Model for Apps in Medical Education. Journal of Medical Systems, 39(11). https://doi.org/10.1007/s10916-015-0352-x
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
Fitriasari, P. (2017). Pemanfaatan Software Geogebra dalam Pembelajaran Matematika. Jurnal Pendidikan Matematika RAFA, 3(1), 57–69. https://doi.org/10.19109/jpmrafa.v3i1.1441
Gafoor, K. A., & Kurukkan, A. (2015). Learner and Teacher Perception on Difficulties in Learning and Teaching Mathematics: Some Implications. National Conference on Mathematics Teaching- Approaches and Challenges, 233–242.
Mahfi, F. K., Marzal, J., & Saharudin, S. (2020). Pengembangan Game Edutainment Berbasis Smartphone Sebagai Media Pembelajaran Berorientasi Pada Kemampuan Berpikir Kreatif. Jurnal Pendidikan Matematika, 11(1), 39–50. https://doi.org/10.36709/jpm.v11i1.9901
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.
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
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
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
Pentin, A., Kovaleva, G., Davidova, E., & Smirnova, E. (2018). Science education in Russia according to the results of the TIMSS and PISA international studies. Voprosy Obrazovaniya, 2018(1), 79–109. https://doi.org/10.17323/1814-9545-2018-1-79-109
Pratama, L. D., & Lestari, W. (2020). Pengaruh Pelatihan Terhadap Kompetensi Pedagogik. Jurnal Cendekia: Jurnal Pendidikan Matematika, 04(01), 278–285.
Pratama, L. D., & Setyaningrum, W. (2018). 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
Pratama, L.D., & Setyaningrum, W. (2018). 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, Loviga Denny, Lestari, W., & Astutik, I. (2020). Efektifitas Penggunaan Media Edutainment Di Tengah Pandemi Covid-19. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(2). https://doi.org/10.24127/ajpm.v9i2.2783
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., & Agustin, M. (2019). QR Code-based Learning Development: Accessing Math Game for Children Learning Enhancement. International Journal of Interactive Mobile Technologies (IJIM), 13(11), 111–124. https://doi.org/https://doi.org/10.3991/ijim.v13i11.10976