DIGITAL LEARNING MEDIA FOR CULTURAL ARTS CLASS-VII PROTOTYPE CURRICULUM INTEGRATED 6C AND TPCK

Alby Aruna, Iriaji Iriaji, Denik Ristya Rini

Abstract


Indonesian education must improve, the Programme for International Student Assessment (PISA) is a reference for world education, placing Indonesia in the 10th behind. The central role of 21st century learning media is the main thing and must be fulfilled in Indonesia's current education infrastructure. Junior High School (SMP) Negeri 10 Malang has three main problems in implementing the prototype curriculum. The purpose of this media development is to solve these three problems, including minimal digital media education infrastructure, the carrying capacity of human resources in making digital media in the 21st century less competent, and students' misconceptions in learning. Using the ADDIE Model, this learning media is packed with 3D augmented reality features, games exploring the archipelago and local wisdom, as well as audiovisual integration matrix A1 (critical thinking), A2 (creative thinking), A3 (collaboration), A4 (communication), A5 (character), and A6 (country) for 6C. This is followed by Matrix B accommodating 7 domains of Technological Pedagogical and Content Knowledge (TPCK). This learning media got a score of 92.08% by expert validators, followed by 96.5% by material expert validators. The media practicality test to 297 seventh grade students got a score of 93.4%, and the media effectiveness test experienced Asymp.Sig. (2-tailed) is worth 0.000 is less than <0.05. Therefore significant influence between the use of learning media on student learning outcomes

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References


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