Perancangan Aplikasi Edukasi Pembelajaran Tata Surya Pada Sekolah Dasar Menggunakan Metode ADDIE
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Iren Anggi Stevani Silaen

Perancangan Aplikasi Edukasi Pembelajaran Tata Surya Pada Sekolah Dasar Menggunakan Metode ADDIE

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Introduction

Perancangan aplikasi edukasi pembelajaran tata surya pada sekolah dasar menggunakan metode addie. Rancang aplikasi edukasi Tata Surya untuk siswa SD dengan metode ADDIE. Tingkatkan pembelajaran interaktif via tutorial, simulasi, & game berbasis komputer.

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Abstract

Learning is a process of interaction between students and educators and learning resources in a learning environment that includes teachers and students who exchange information. Learning is also a process to help students learn well. In the context of education, teachers teach a lesson so that students can learn and master the contents of the lesson to achieve a specified objective, can also influence changes in attitudes, and skills of a student, but this teaching process gives the impression of only one party's work, namely the teacher's work. ADDIE is an everyday term used to describe a systematic approach to learning development. In addition to the CBI, CAI, and other learning methods, the ADDIE method is also a method that is suitable for use in a learning system that will make it easier for teachers to deliver material. One way of computer-assisted learning is the application of the ADDIE method. The ADDIE method is one of the learning system design models that shows the basic stages of a simple and easy-to-learn learning system. In the computer-assisted learning process, where computers are used for the purpose of presenting learning in the form of tutorials, simulations, and games. This can really help students to be able to apply a learning system while playing which is very effective for the learning process for students.


Review

This paper outlines the design of an educational application aimed at teaching the solar system to primary school students, employing the widely recognized ADDIE instructional design model. The abstract effectively highlights the limitations of conventional, teacher-centric instruction, advocating for computer-assisted learning as a more interactive and engaging alternative. By integrating tutorials, simulations, and games, the proposed application seeks to create a systematic and student-friendly learning environment, thereby enhancing engagement and perceived learning effectiveness. The premise of utilizing a structured design model like ADDIE to develop interactive educational content for a specific primary school subject is timely and relevant in contemporary educational technology. While the abstract clearly articulates the pedagogical motivation and the chosen methodology, it could benefit from greater specificity regarding the application's unique contributions. A significant portion defines learning and the ADDIE model in general terms, rather than delving into the distinct design choices or preliminary findings pertaining to *this particular solar system application*. Key details regarding the specific educational challenges it addresses beyond the generic "one-sided teaching," the unique features of the application, or the particular phase of the ADDIE process that the paper primarily covers (e.g., analysis, design, development) are notably absent. Furthermore, there's no mention of the technologies employed, target learning objectives for the solar system content, or any initial user feedback or validation. To maximize its impact, the full paper should thoroughly elaborate on the "Perancangan" (design) aspect, detailing the specific design choices made for the solar system content within each relevant ADDIE phase. This includes presenting user interface designs, content structure, specific game mechanics, and the pedagogical rationale underpinning these elements. Future work should explicitly outline plans for pilot implementation, evaluation methodologies to measure learning outcomes and student engagement, and discuss how the application's effectiveness, particularly its "learning while playing" promise, will be empirically validated. Concrete evidence from testing and evaluation will be crucial to substantiate the application's practical utility and its contribution to primary education.


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