Pemanfaatan Media Video Animasi dan Permainan Tradisional dalam Bimbingan Belajar Siswa SD Selama Masa Pandemi Covid-19

Authors

  • Maria Silvia Aso Universitas Flores
  • Helena Susanti Anur Universitas Flores
  • Adrianus Nasar Universitas Flores

DOI:

https://doi.org/10.37478/abdika.v1i3.1218

Abstract

The purpose of tutoring for the students of SDK Kekandere 2 is to help students understand the material well in the midst of the ongoing Covid-19 pandemic situation. The learning media used during tutoring are animated videos and traditional games as learning methods. The purpose of using animated videos is to make students more enthusiastic about participating in learning and also to increase students' understanding of the material they are learning. Traditional games are used so that students do not get bored easily or students can learn while playing. Besides that, it also helps students to find their own concepts because previously students only got material information from the teacher. And in between learning activities, reading exercises were carried out for students who were not yet fluent in reading. The results of the tutoring carried out can improve students' understanding, students are very enthusiastic about participating in the learning process and students are able to learn to find their own concepts even though they are not perfect. Meanwhile, to read only needs regular practice from students.

Downloads

Download data is not yet available.

Keywords:

Animated videos, Traditional games, Tutoring, Covid-19

References

Rayandra Asyar. (2012). Kreatif Mengembangkan Media Pembelajran. Jakarta: Gaung Persada Press.

Hermawan. (2012). Bimbingan Belajar dab Remedial Akademik. Surakarta: UNS Press.

Latif, dkk, (2019).Pengaruh Permainan Tradisional Terhadap Minat Siswa di SMA 1 Cikembar.Activity Journal (PAJU), 1(1), 82-90

Yektyastuti, dkk (2021) Bimbingan Belajar Siswa Sekolah Dasar di Masa Pandemi Covid-19. Jurnal Pengabdian pada Masyarakat, 2(1), 83-91

Setiawan, Aditya Toni & Handayani, Dwi (2017). Model Pembelajaran Berbasis Permainan Tradisional Ancak-Ancak Alissebagai Pewmerkuat Karakter Bangsa di Era AEC: Prosiding eminar Nasional Pendidikan, 2(4), 58-71

Surat Keputusan Bersama Menteri Pendidikan dan Kebudayaan, Menteri Kesehatan, Menteri Agama dan Menteri Dalam Negeri Republik Indonesia Tahun 2020 tentang Penyelenggaraan Pembelajaran Tahun Pembelajaran 2020/2021 di Masa Pandemi Covid-19

Sugini, E & Basit, A (2020).Pengaruh Media Pembelajaran berbasis AnimasiTerhadap Minat Belajar Peserta Didik kelas VII SMP IslamAllimudin Kabupaten Probolingg.Jurnal Ilmiah Mimbar Demokrasi, 19 (2), 28-31

Fiah, Eifda El & Purbaya, Adi Putra. (2016). Penerapan Bimbingan Belajar dalam Meningkatkan Hasil Belajar Peserta Didik di SMP Negeri 12 Kota Bandar Lampung Tahun Pelajaran 2015/2016: Jurnal Bimbingan dan Konseling, 3(2), 171-184.

Munawwarah, R.A, (2019). Sparkol Videocribe sebagai Media Pembelajaran. E-Journal UIN: Jurnal Inspiratif Pendidikan, 8(2), 430-437.

Downloads

Published

2021-09-21

How to Cite

Aso, M. S., Anur, H. S., & Nasar, A. (2021). Pemanfaatan Media Video Animasi dan Permainan Tradisional dalam Bimbingan Belajar Siswa SD Selama Masa Pandemi Covid-19 . Prima Abdika: Jurnal Pengabdian Masyarakat, 1(3), 98-106. https://doi.org/10.37478/abdika.v1i3.1218