Abstract

Learning in the current era of the COVID-19 pandemic is carried out online, using screen-to-screen which is difficult in the teaching and learning process, both teachers and students in general. Learning using gadgets or gadgets that must be used by students. In this case, sometimes elementary school students actually abuse the use of technology that is outside the function of the student learning process. Student learning time is only 1-2 hours, they face the screen using a device. After that the children actually use these devices to play online games, play YouTube, play social media and others, which have an impact on the decreasing quality of children's learning. So from this there must be motivation to learn in improving learning in elementary school children. In general, elementary school children are not allowed to use devices, because their age is still vulnerable. Through this, that children must be closely monitored and they must really make the best use of their devices, so that later children can learn optimally through learning stages or learning projects. This learning project requires tiered learning which has a function as a form of student activity while at home in the current pandemic era. This learning project is intended for thematic learning, so that there are several lessons that will be made learning projects that can maximize learning in children.

Highlights

  • which is difficult in the teaching and learning process

  • Learning using gadgets or gadgets that must be used by students

  • sometimes elementary school students actually abuse the use of technology that is outside the function of the student learning process

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Summary

PENDAHULUAN

Pandemi Covid-19 memberikan dampak besar pada berbagai bidang, salah satunya bidang pendidikan. Tentu dalam pembelajaran melalui teknologi gawai ini, pendidik perlu mengkonsep bahan ajar seperti apakah yang akan digunakan, dan bagaimana pelaksanaannya. Penggunaan project based learning juga agar bisa mengefektifkan waktu belajar siswa dengan tepat dan tidak sia-sia sehingga peserta didik dalam menggunakan gawai atau gadget itu akan lebih bermakna dan bermanfaat. Rumusan masalah dalam penelitian ini adalah Bagaimana agar siswa dapat memanfaatkan waktu antara bermain dan belajar terlebih saat pandemi covid-19, kemudian bagaimana penerapan problem based learning. Menggunakan teknologi gawai disaat pembelajaran jarak jauh, Selanjutnya bagaimana menjawab masalah yang mungkin terjadi dalam project based learning saat pembelajaran daring. Tujuan penelitian ini adalah dapat menjawab masalah mengenai management waktu bagi peserta didik antara bermain dan belajar kemudian dapat memahami dan mengerti bagaimana project based learning ini diterpakan saat daring, dan yang terakhir dapat menemukan jalan keluar saat mungkin terjadi masalah saat pembelajaran daring dengan metode project based learning

METODE PENELITIAN
HASIL DAN PEMBAHASAN
KESIMPULAN
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