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THE DEVELOPMENT OF EDUTAINMENT LEARNING MODEL IN SOCIAL SCIENCE EDUCATION/IPS Research and Development Study on IPS education at elementary level in Bandung and Cimahi

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Abstract

This research is Entitled “The Development of Edutainment Learning Model in Social Science Education/IPS (Research and Development Study on IPS education at elementary level in Bandung and Cimahi)”is created to gain a model based on developing learning process in the classroom. This research is also based on the importance of teachers’ creativity in making a fun learning yet still accommodating for the achievement of compentences. Various innovation on IPS education in contextual study have been grown in school and varsity level, it makes various methods have been created by the teachers. However, those innovation still lacks in the accommodating students to reach the competence expected to them. This research will analyze, process, and describe various innovation in IPS learning which are based on Edutainment, which will be conducted in Elementary School (SD/SMP) in Bandung and Cimahi. The focus will be on describing the competences achievement based on the Edutainment learning model. The Competence of Passing Students (Kompetensi Pencapaian Lulusan) is not based on Cognitive aspect only. It needs applicable development of skills. This research uses Research and Development Study which has been begun on this first step which is Descriptive Study which trying to develop critical thinking through Edutainment. t\Through this research, hopefully there will be a product which is an education model for elementary level which is able to develop an innovation in IPS learning to help studetns develop their critical thinking. Key Words : Edutainment model, Elementary level of IPS education, Critical Thinking
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THE DEVELOPMENT OF EDUTAINMENT LEARNING MODEL IN SOCIAL
SCIENCE EDUCATION/IPS
Research and Development Study on IPS education at elementary level in Bandung and Cimahi
Dra. Yani Kusmarni, M.Pd.
Dra. Murdiyah Winarti, M.Hum.
Yeni Kurniawati S., M.Pd.
Abstract--This research is Entitled “The
Development of Edutainment Learning Model in
Social Science Education/IPS (Research and
Development Study on IPS education at
elementary level in Bandung and Cimahi)”is
created to gain a model based on developing
learning process in the classroom. This research
is also based on the importance of teachers’
creativity in making a fun learning yet still
accommodating for the achievement of
compentences. Various innovation on IPS
education in contextual study have been grown
in school and varsity level, it makes various
methods have been created by the teachers.
However, those innovation still lacks in the
accommodating students to reach the
competence expected to them. This research will
analyze, process, and describe various
innovation in IPS learning which are based on
Edutainment, which will be conducted in
Elementary School (SD/SMP) in Bandung and
Cimahi. The focus will be on describing the
competences achievement based on the
Edutainment learning model. The Competence
of Passing Students (Kompetensi Pencapaian
Lulusan) is not based on Cognitive aspect only.
It needs applicable development of skills. This
research uses Research and Development Study
which has been begun on this first step which is
Descriptive Study which trying to develop critical
thinking through Edutainment. t\Through this
research, hopefully there will be a product which
is an education model for elementary level which
is able to develop an innovation in IPS learning
to help studetns develop their critical thinking.
Key Words : Edutainment model, Elementary level of IPS
education,Critical Thinking
A. Background
Complexity in humans’ life in this
globalization era has brought learners to various
problems which need to be solved. They are
expected to have aplicable knowledge and ability.
Social Science Education/IlmuPengetahuan Sosial
(IPS) is one of courses on elementary level which
is also the integration of social studies in the
lookout of problems of society’s daily life.
(Sapriya, 2009: 17). In the learning process of
IPS, the learners will be given appropriate manner
of knowledge, attitude, and ability to solve
problems in society. IPS has become on of the
most important courses to make the learners gain
enough knowledge to solve the growing issues in
the society.
The development of innovation in
education has become the main focus of
Universities in order to improve the quality of
research on learning process at schools. The
Social Science Education Department, as a
component of Indonesia University of Education,
tries to consistently develop the research of
innovation in IPS learning process. The
innovation is focused on the developments of
learning models which are considered as relevant
with nowadays’ learning needs, it is the learners’
skill and ability based learning model which is
able to create and result qualified learning output.
One of those achievements will be achieved by
developing an innovative research of fun learning
model which is oriented to competence
achievement of the learning goal.
This research focuses on the development
of the learning of Social Science Education to
increase the creativity and critical thinking of the
students. The nature of edutainment is combining
education and entertainment so that it might
become a very interesting learning design for
learners. Basically, edutainment will help the
success rate of students’ due to their nature as
human. By believing that every learner has
improvable potential within themselves along
2
with the learning process they are with (Amabile,
1983; Arieti, 1976). By growing up the inner
motivation in every single student, their morale in
studying will be very helpful to make them in
conducive learning environment
The development of critical thinking for
students through edutainment is an effort to make
a fun learning of IPS and also a way to achieve
the aspects the teachers has planned. A good IPS
learning activity is the learning which is designed
to keep the enthusiasm of the learners on the
material and also develop their critical thinking to
solve problems. Edutainment is a model facilitates
students to be active in the learning process to
find solution for social issues through critical
thinking (Fadlillah, 2013). The ability to think
critically is a high order thinking to help students
solve problems around their environment (Costa,
1985). The development of critical thinking in
IPS learning process through Edutainment
learning model is referred to Costa’s (1985: 16)
statement on critical thinking ability which
includes Elementary Clarification, basic Support,
Intervene, Advance Clarification, and the Strategy
also Tactics. Those five categories then further
elaborated into the indicators cover the students’
ability to: emphasize questions, analyze
arguments, ask and answer questions, consider the
reliability of sources, observe and reconsider the
observation reports, deduct and reconsider the
deduction reports, induct and reconsider the
induction reports, create and decide the
consideration result, define and reconsider a
definition, identify assumptions, decide a move,
and interact with others.
The first year of the research (2015) has
been done as initiation to describe the
development of Edutainment learning model in
IPS learning process to grow the critical thinking
of students of Elementary Schoools in Bandung
and Cimahi. This research is expected to describe
the opinions of IPS teachers on Edutainment
learning model and all its steps. Further research
will be conducted for it.
B. The Edutainment model to improve
students’ critical thinking in IPS
Education
IPS naturally is a integrated study to
prepare learners to be a Democratic citizen, care
to society, personal refelction, an their cultural
experience in society (NCSS, 1994). In the
learning process of it, students are expected to be
able to gain the understanding of some concepts
and develop attitudes, manner, morale, and skills
based on their innate concepts. IPS does also
discuss the relationship between a human and the
environment of where they grow and also the
problems on the environment itself. Sumaatmadja
(1980: 7) states that IPS is a discipline to deeply
looks and humans’ behavior, internally and
externally.
EDutainmment is a learning process
designed to make education and entertainment to
be combined harmonically in order to make fun
learning (Katsaliaki et. all., 2014). The nature of
this process is to make a fun learning to make
students interested in learning. Basically,
edutainment supports students to succeed the
learning by optimizing their potentioal. As an
active theoretical study, edutainment concerns on
students’ participation in the learning activity.
Active Learning Theory is is an approach in the
management of education system through active
learning activities to make an independent
learning. To reach that, the learning must be
designed as meaningful as possible for the
students. Active learning is meant to optimize all
potential owned by the learners so that they might
achieve a satisfying level of learning (Supardan,
2015). Besides, active learning is also meant to
keep the focus of the students on the learning
process
This model has a very strong relationship
with critical thinking development in IPS learning
process. Learning IPS through this model also
means humanizing the classroom, or, in other
words, is processes of guiding, developing, and
directing basic potentioal in balance (Hamid,
2014: 38). The learning process of IPS is done to
enhance the critical knowledge of the learners and
also their internal beliefs on norms. Posstive
inputis given to get a positive feedback. Their
availability and readiness can make positive
responses occur for the inputs accepted (Parnes,
1967; Piers, 1976). The response will be stronger
as the input gets stronger. The repetition on the
input may enhance the relationship between the
input and the response which will be stronger.
And it might get even stronger if supported by fun
things. The effect of those fun things will be very
meaningful to students and make them repeat
them all over again (Solihatin, 2004). The other
3
impact of this thing is that the learners can
maintain it for a long time. They might face less
obstacle in the learning, also.
Edutainment basically tries to strengthen
and enhance the input and responses of the
students in IPS learning process so that the
learning will be fun and not boring (Ruggiero et.
all., 2014). The active learning strategy can help
them to reach the learning goala successfully.
Edutainment is designed by combining
entertainment and education harmonically in order
to make fun learning process. Furthermore, this
moght be develop students’ critical thinking
through interesting learning activities.
Edutainment helps students to listen, see, ask
questions about IPS and discuss the questions
with others. The students will mostly learn with
their ability to learn ideas, solving problems, and
apply them (Tilaar, 2012; Torrance, 1965; Utami,
1995). Fun learning of IPS can be done through
humors, games, role play, and demonstration, etc.
to make the learning as fun as possible.
Critical thinking is a mental process to
analyze and evaluate information gained from
observation, experience, and reasoning (Getzel
and Jackson, 1962; Gordon, 1972). According to
Ennis (Costa, 1985), the inndicators of critical
thinking are: a) the ability to look for clear
statements from questions; b) ability to look for
reasons; c) efforts to look for information; d)use
and write down reliabile sources; e) pay attention
on the overview of the situation and conditions; f)
try to be as relevant as possible with the main
ideas; g) memorize the main ideas; h) ability to
look for alternatives; i) open minded; j) stand on a
position right after they got enough evidence; k)
look for as many explanation as possible; l) act as
systematic as possible with the problems. Those
indicators will further made as indicators/elements
to be focused on this research.
C. Research Method
This research applies the Research and
Development Approach, which is a process used
to develop and validate educational products
(Borg & Gall, 1979 dalam Mukhtar, 2013). The
steps in the research are based
on deep evaluation on the founds which
then are developed into products. Those products
then will be evaluated and tested in a situation.
After that, it will be revised until the intended
product to complete the previous outputs occurs.
The cycle of Research and Development approach
consists of pra-survey, model developing, and
model testing.
D. Results of the Research
Based on the distributed questionnaires in
Bandung in Cimahi with 20 respondents which
then is processed in SPSS, there are 20 different
opinions of teachers about Edutainment learning
model. The results are elaboration of the
importance of Edutainment, Edutainment lesson
plan including resources, material, methods,
products, and also evaluation.
The teaching experience of the respondents
do vary (5-35 years). Professional years also do
(17-36 years). This might be secure to say that all
the respondets are experienced. Those experiences
are considered as enough in teaching IPS, which
also means how they master the material. The
result shows that there are only 7 teachers (35%)
know Edutainment Learning method; the rest
stated it as unknown. The next found shows that
all of them are interested to take a deeper look o
Edutainment learning model. One of the reasons is
that by knowing more of it, it will be applicable in
school. The reason behind the question of the
intention to learn more about Edutainment is that
to see the importance of it in the eyes of school.
Teachers’ natural intention to learn more is a
beginning way to successfully developing learning
model of IPS. The source to know Edutainment
mostly come from seminar which was voted by 6
(30%), while internet was voted by 5 (25%), and
the rest left this question unanswered this might
occur because they have not known yet about
Edutainment. This data is used to see the reliability
of the sources used. This information will also be
used by the researchers as understanding of
phenomenon.
The next found shows that all respondets
intend to try to apply Edutainment in the
classroom. This clearly show high enthusiasm of
teachers to apply innovation (Edutainment) in the
IPS classroom. The also signifies a good
beginning on the testing of this model.
Willingness is a fundamental thing to have by the
teachers to develop the learning. Almost all (18 or
90%) respondents stated that IPS learning will be
more interesting if apply Edutainment. 1
respondent said no, and the other one stands not
knowing. One reason why Edutainment might be
4
interesting is that Edutainment combines some
techniques.
Furthermore, in the questionnaires, there
questions related to lesson plan making based on
Edutainment including activities, material, media,
sources, evaluation tools, and other elements of
learning. The respondents then were expected to
arrange them based on their urgency. The next
data process of this research will show the top list
only. This is because the top list is the priority of
the respondents. Here is the pick of activities
considered as suitable in the learning of IPS
according t the respondetnts
: Chart 1
Edutainment Activities vote
Source: research’s found (2015)
The chart shows that the most wanted
activity is problem-based activity (voted by 9 or
45% ), followed by Discovery (
voted by 5 or 25%), project based follows
(3 or 15%), Individul and Active got same vote (1
or 5%). From the chart, we might imply that no
respondent considered cooperative learning is
suitable for Edutainment. The material vote chart
shows that contextual issue is the most suitable
one for Edutainment (voted by 9 or 45%). Theme
based follows with 4 (20%) votes, controversy
follows with 3 (15%), and Understanding follows
with 2 (10%) votes. The other two did not give
respond on this question.
On Media, most votes came for Movies (7
or 35%), Puzzle follows with 5 (25%) votes,
Audio and Pictures followed with same amount of
votes (3 or 15%). The other two did not give
response on this. Interesting that no one considers
Text Book and Diorama as suitable in applying
Edutainment. On Sources of the Study,
Environment and Internet gained the same votes
by 6 (30%). Newspaper and Teachers gained same
votes by 2 (10%) for each. Text Book and friends
gained same votes by 1 (5%) for each. The other
two did not give response on this.
On Evaluation Tools, Portfolio and
Product/Project gained same votes by 5 (25%) for
each. Performance followed with 3 votes (15%),
and same votes for written tests, rubric, and self-
assessment with 2 votes (10%) foor each. One
respondent did not respond this question. It is
found that Oral test and Questionaire are not
considered as suitable for Edutainment. On study
experience, most votes came for fieldtrip with 9
(45%). The next one is recount with 7 (35%) votes.
Writing experiences followed with 3 (15%) votes,
5
and the other one did not answer this question.
Reading a storybook, write down favorite things,
and Drawing were not voted and considered as not
suitable for Edutainment according to the
respondents. For the elements of Edutainment,
Educative Games came with most votes (6 or
30%), followed by role playing with 4 (20%)
votes. Pantomime,
singin, and Quiz came with same votes (2
or 10% for each). 4 (20%) respondents did not give answer for this. Here is the tables of vote for
lesson planning:
Table 1
Teachers opinion for Edutainment lesson planning
No
Elements
Teachers’ opinion
1
Activities
1) Problem based
2) Discovery
3) Project based
4) Active and Individual
2
Material
1) Contextual Issues
2) Theme based
3) Controversy
4) Understanding of concepts
3
Teaching Media
1) Movies
2) Puzzle
3) Audio and Pictures
4
Sources
1) Internet
2) Environment
3) Newspaper and Teachers
4) Textbook and Friends
5
Evaluation tools
1) Portfolio
2) Product
3) Performance
4) Written test, rubric, and Self
Assesment
6
Learning experience
1) fieldtrip
2) recount
3) writing daily experience
4) reading, writing favorite things
7
Edutainment’s elements
1) Educating games
2) Role play
3) Pantomime, Quiz, and Singing
Source: Research’s found
From the data above, it is possible to infer
that the most improvable activity is the problem
based and Discovery activities through contextual
and theme based issues. Movies and Puzzles are
the best media applicable for Edutainment; Internet
and environment are the best source of learning for
Edutainment; portfolio, products, and performance
assessment are the most suitable evaluation tools;
fieldtrip and recount experiences verbal and
written will be the best for teachers to apply
learning experience; role playing and educative
games are the elements of Edutainment need to be
focused on the most. The found above shows that
Edutainment model which are possible to develop
are: (a) developing students’ skill in developing
the concepts of IPS, (b) train students to use
scientific and fun ways to solve problems, (c)
growing the students’ creativity, (d) understanding
the ideas or new information in Science and
Technology. So that it is possible to develop this
chartflow:
6
chartflow 1
Edutainment model in the learning of IPS
E. Conclusion
There are several found need to be
concerned on this first step research on
Edutainment to develop critical thinking of
students. First, most IPS teachers (respondents)
still have no idea on what Edutainment is. Though,
they have intention to learn about Edutainment in
order to make the learning more interesting. Some
have known this model yet still apply it
inappropriately due to the lack of knowledge how
to implement Edutainment in the classroom.
Second, the most suitable material is the problem
based material and contextual issues. It allows
students to be observer and the part of the problem
happen in their environment at the same time. The
learning will also be more interesting if they
discuss about their own environment. Third, the
most suitable media are movies and audio which
were voted for the most. Daily environment is the
main choice to be used as source for Edutainment,
with Internet along with it. It is possible to
collaborate them with recount daily life. Methods
possible to use is educative games combined with
various techniques. Evaluation applied is Portfolio
and Learning Product based on Edutainment which
allows to be seen from various aspects such as
cognitive, affective, and psychomotor.
F. References
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Creativity. New York: Springer Verlag.
Arieti S. (1976). Creativity: The Magic Synthesis.
New York: Basic Books.
Costa, A.L. (1985). Developing Minds A
Resources Book for Teaching Thinking.
Association for Supervision and
Curriculum Development. Virginia:
Alexandria.
Fadlillah, M. dkk. (2013). Edutainment Anak Usia
Dini Menciptakan Pembelajaran Menarik,
Kreatif, dan Menyenangkan. Jakarta:
Prenadamedia Group.
Getzel J.W. and Jackson, P.W. (1962). Creativity
and Intelegence. New York.
Gordon, G. (1972). The Identication and Use of
Creativiting Abilities in Scientific
Organization In C. Taylor (ed). Climate
for Creativity. New York: Pergamon Press.
Hamid, M.S. (2014). Metode Edutainment
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Katsaliaki, Korina and Mustafee, Nakonil. (2014).
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Threads. Sage Pub.Com
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with concerning
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approach through educative
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assesment
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Solihatin, E. (2004). Kemampuan Guru Dalam
Mengembangkan Dialog Kreatif Pada
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Sumaatmadja, N. (1980). Metodologi Pengajaran
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Background. The ever-increasing demand for natural resources has led to the continuing depletion of resources. Reversing this trend will require knowledge of effective environmental management strategies and adoption of sustainable development practices by society at large. Thus, it is critical that citizens increase their awareness of sustainability and acquire managerial skills required to effect change. Use of decision games for teaching sustainable development is a step in this direction. Games present great opportunities as tools of edutainment (educational entertainment) for teaching and training, with positive effects on learning outcomes. Aim and Method. In this article, we undertake a methodological review of games on sustainable development, analyzing their underlying characteristics, including the stated focus of the games, game availability, number of players and their roles, their target age, game validation and evaluation, stakeholder involvement in game development, learning outcomes, and so on. A total of 49 games are included in this survey. Conclusion. Our findings suggest that the games used for teaching sustainable development have generally increased players’ understanding of issues around sustainability and have enhanced their knowledge of sustainable development strategies. Our classification of the games’ characteristics assists educational instructors and potential learners in identifying games that are best suited for their teaching and learning needs.
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Background. Engagement in praxis, the process of acting and reflecting in a cyclical fashion, fosters the development of critical thinking and problem-solving skills among educational game designers. Resulting from this process, designers can apply their learned skills to create highly engaging educational games. Aim. This study examines the game development process of 22 international game designers from business, government, and academia as they describe their engagement in praxis when designing educational games. Method. Building upon research on reflective practice, this article provides insights on how engagement in praxis can be framed as a tool for educational game design that naturally promotes learning and motivation during gameplay. The researchers examine common threads that illustrate the process that educational video game designers use to create games. Results. Four common threads or themes were pulled from in-depth interviews with each designer. In this article, we focus on engagement in designing and applying game mechanics, engagement in content and context in educational games, feedback as an indicator of motivation and engagement, and working within project constraints to create engaging experiences.
Article
The ideas presented in this book have been incubating for over 25 years. I was in the first grade, I believe, when the ideas that eventually developed into this social psychology of creativity first began to germinate. The occasion was art class, a weekly Friday afternoon event during which we were given small reproductions of the great masterworks and asked to copy them on notepaper using the standard set of eight Crayola® crayons. I had left kindergarten the year before with encour­ agement from the teacher about developing my potential for artistic creativity. During these Friday afternoon exercises, however, I developed nothing but frus­ tration. Somehow, Da Vinci's "Adoration of the Magi" looked wrong after I'd fin­ ished with it. I wondered where that promised creativity had gone. I began to believe then that the restrictions placed on my artistic endeavors contributed to my loss of interest and spontaneity in art. When, as a social psy­ chologist, I began to study intrinsic motivation, it seemed to me that this moti­ vation to do something for its own sake was the ingredient that had been missing in those strictly regimented art classes. It seemed that intrinsic motivation, as defined by social psychologists, might be essential to creativity. My research pro­ gram since then has given considerable support to that notion. As a result, the social psychology of creativity presented in this book gives prominence to social variables that affect motivational orientation.
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Edutainment Anak Usia Dini Menciptakan Pembelajaran Menarik
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