Sort by
Critical Evaluation of the Independent Teaching Platform in Improving Education Quality Considering Ivan Illich's 'Deschooling Society' Principles

The integration of the Merdeka Mengajar Platform (PMM) in the Merdeka Belajar Curriculum aims to enhance the quality of education and self-development of teachers in Indonesia through an efficient online learning model. However, its utilization requires critical evaluation considering the challenges and negative impacts observed in practice. This study critically examines the use of PMM through the lens of Ivan Illich's "De-schooling Society" principles. Illich's critique emphasizes the risks of technological dependence, commodification of education, and the potential erosion of human relationships in learning environments. The research employs a literature review method, drawing on scientific journals, articles, books, and policy regulations. Findings highlight the relevance of Illich's concerns to the current use of PMM, including the potential for increased technological dependence, inequitable access, and diminished human interaction. Despite PMM's benefits in fostering professional development and collaborative practices, its uncritical application risks undermining social solidarity and perpetuating educational inequalities. The study concludes with recommendations for stakeholders to balance technological integration with human-centred educational practices. Emphasizing the need for inclusive access, careful monitoring, and alignment with the principles of independent, character-building education, the paper suggests ways to mitigate the adverse effects identified. Reflecting on Illich's vision, it calls for a cautious approach to ensure PMM contributes positively to educational goals.

Open Access
Relevant
Feedback System in Educational Games: A Systematic Literature Review

The presence of a feedback system is a key factor in maintaining individuals' engagement in educational games. This system aims to enhance player motivation and active participation in educational games. In addition, the feedback system can improve the players' learning outcomes by augmenting their knowledge. Nevertheless, there remains a lack of comprehensive research in the field of feedback systems in educational games, leading to an inadequate comprehension of how to construct a proficient feedback system that can more effectively accomplish the objectives of educational games. The overview of feedback systems in educational games is frequently scattered and fragmented, making it challenging to figure out which educational games incorporate such systems. This research not only improves the comprehension of the feedback system in educational games but also addresses an important gap in the existing literature. The aim of this study is to conduct an extensive and systematic review of the existing literature on feedback systems in educational games. This review is based on 36 relevant journal articles published from 2019 to 2023. This research examines the patterns in the utilization of feedback systems in educational games, including the technologies employed to build these systems, the educational domains studied, and the types of products developed through the creation of educational games. In this study, the discussion also includes the design techniques and methods for feedback systems. This text discusses the utilization feedback types as well as the algorithms used to analyze the feedback systems. The text thoroughly discusses the comprehensive selection of feedback components to be delivered as mediums for player feedback. In this paper, we will clarify the impact of using feedback systems in educational games on the players. This study greatly contributes to the progress of learning conducted through educational games.

Relevant
Effect of Using Karuta Card on Students’ Ability to Comprehend Vocabulary (Experimental Research for the Seventh Grade at Sabilul Mukminin Boarding School Binjai)

The research question is: Is there an effect of using the Karuta card on students’ ability in the seventh grade at the Sabilul Mukminin Binjai Boarding School to comprehend vocabulary? Its purpose is to know the effect of using the Karuta card on students’ ability in the seventh grade at the Sabilul Mukminin Binjai Boarding School to comprehend vocabulary, especially to pronounce its letters correctly. The method used is quantitative field research of the experimental type, and the method used is a statistical method using SPSS 25 and a t-test. The result of this research is that the use of the Karuta card does not affect students’ ability in the seventh grade at the Sabilul Mukminin Binjai Boarding School to pronounce vocabulary correctly, and the author infers this from the results of the female students on the test in the experimental class and the control class. The average score for vocabulary comprehension in the control class was 72.68, which is higher than the average score for vocabulary comprehension in the experimental class, which was 64.85. From these two rates, t0 is found at 1,252 It is lower than ttable (2,026). Therefore, the null hypothesis is accepted, and the alternative hypothesis is rejected, meaning that the use of the Karuta card does not affect the ability of the female students of the seventh intermediate semester at the Sabeel Al-Muminin Benjay Institute to comprehend vocabulary, especially in pronouncing its letters correctly.

Open Access
Relevant