Pengaruh Pembelajaran Berbasis penggunaan museum sebagai model pembelajaran out-class terhadap Perilaku dan Motivasi Siswa Sekolah Dasar di Pesisir Madura

Authors

  • Aditya Dyah Puspitasari Program Studi Sosiologi, Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Trunojoyo
  • Priyono Tri Febrianto Program Studi Sosiologi, Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Trunojoyo

Keywords:

Kartun, Pembelajaran, Digital Storytelling, Perubahan Pembelajaran

Abstract

Pandemi telah mengubah pembelajaran pada siswa Sekolah Dasar. Perkembangan inovasi global dalam teknologi informasi menjadikan konstruktivisme sebagai pendekatan yang membangun pengetahuan semakin populer di seluruh dunia. Artikel ini berusaha menjelaskan tentang kartun sebagai pengembangan desain pembelajaran untuk genre populer, penceritaan digital yang dibuat oleh pembelajar. Representasi desain pembelajaran tertentu digunakan untuk menyajikan deskripsi terstruktur dari pendekatan penceritaan digital, dan isu-isu yang diangkat berkaitan dengan literasi desain pembelajaran di masa depan. Literatur tentang video digital kartun dalam pendidikan menekankan penggunaan aset video digital kartun bergaya instruksional yang telah dibuat sebelumnya. Desain pembelajaran untuk mendukung penggunaan produk video digital kartun yang dibuat oleh pakar ini telah dikembangkan. Namun, terkadang ada kekurangan kerangka pedagogis untuk memfasilitasi genre tertentu dari proyek video digital kartun yang dibuat. Maka dari itu, perlu pengembangan pembelajaran menggunakan digital storytelling.

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Additional Files

Published

2023-07-05

How to Cite

Aditya Dyah Puspitasari, & Febrianto, P. T. (2023). Pengaruh Pembelajaran Berbasis penggunaan museum sebagai model pembelajaran out-class terhadap Perilaku dan Motivasi Siswa Sekolah Dasar di Pesisir Madura. Jurnal Masyarakat Maritim, 7(1), 25–33. Retrieved from https://ojs.umrah.ac.id/index.php/jmm/article/view/5232