MEMFASILITASI KEBUTUHAN PEMELAJAR MODERN MELALUI VIDEO INSTRUKSIONAL KEMASAN GIMYANG EFEKTIF DAN MENARIK

Amar Nugraha

Abstract


Abstract

This study aims to find the needs of students as modern learners of media types, learning materials through the Television media format with Game/GIM packaging. As well as the influence of talent that conveys the program, the type of language used, utilization, duration and channel of delivery used in the learning video in order to be able to activate and involve students fully and meaningfully in the learning process. This research uses a quantitative approach, with survey methods and interviews with experts. The sampling technique in the survey method used a purposive random sampling method with a total of 1,032 respondents from junior high, high school and vocational school levels throughout Indonesia. Data is collected through an online survey using the application form.kemdikbud.go.id. The survey was conducted from February 23 to March 6, 2019. The results of this study showed that 47% of respondents said learning through GIM video packaging. 40% of respondents recovered this type of adventure game, with 69% choosing a medium level of difficulty. 80% of respondents chose mobile devices to utilize instructional video packaging in GIM, citing easy access. 36% of respondents liked Animated video format because it was more interesting. Students or peers are the guide figures chosen by 41% of respondents. 54% chose to do direct interaction in the use of instructional video packaging GIM, 64% of respondents chose to do in groups in the use of instructional video GIM with 54% of respondents felt emotionally challenged in completing GIM. Keywords: modern learner, Games instructional video, effective and engaging instructional video

 

Abstrak

Penelitian ini bertujuan untuk menemukan kebutuhan siswa sebagai pembelajar modern terhadap jenis media, materi pembelajaran melalui format media Televisi dengan kemasan Permainan/ GIM. Serta pengaruh talent yang menyampaikan program, jenis bahasa yang digunakan, pemanfaatan, durasi dan saluran penyampaian yang digunakan dalam video pembelajaran agar dapat mengaktifkan dan melibatkan siswa secara penuh dan bermakna dalam proses pembelajaran. Penelitian ini menggunakan pendekatan kuantitatif, dengan metode survey dan wawancara dengan ahli. Teknik pengambilan sampel dalam metode survei menggunakan metode pengambilan sampel random purposif dengan jumlah responden sebanyak 1.032 siswa dari jenjang SD, SMP, SMA dan SMK di seluruh Indonesia. Pengambilan data dilakukan melalui survey online menggunakan aplikasi formulir.kemdikbud.go.id. Survey dilakukan pada tanggal 23 Februari sampai dengan 6 Maret 2019. Hasil dari penelitian ini menunjukkan bahwa 47% dari responden mengatakan belajar melalui video berkemasan GIM. 40 % responden memulih jenis permainan petualangan, dengan 69 % memilih tingkat kesulitan sedang. 80 % Responden memilih perangkat telepon genggam dalam memanfaatkan video instruksional berkemasan GIM, dengan alasan kemudahan akses. 36 % Responden menyukai video berformat Animasi karena lebih menarik. Siswa atau teman sebaya adalah tokoh pemandu yang dipilih oleh 41% responden. 54 % memilih melakukan interaksi langsung dalam pemanfaatan video instruksional berkemasan GIM, 64 % responden memilih melakukan secara kelompok dalam pemanfaatan video instruksional GIM dengan 54 % responden merasakan emosi tertantang dalam menyelesaikan GIM.Kata kunci: pemelajar modern, video instruksional Gim, video instruksional yang efektif dan menarik


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References


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