An Innovation in Early Childhood Learning Through Instructional Games Model
An Innovation in Early Childhood Learning Through Instructional Games Model
An Innovation in Early Childhood Learning Through Instructional Games Model
(M.Ed. State University of Medan, North Sumatera, Indonesia) (Professor, Indonesia University of Education, Bandung, West Java, Indonesia)
ABSTRACT : Many people argue that interactive multimedia has the potential to create high quality learning
environtment which actively learner that it improve ubtensive learning. Instead of promoting the sole goal of applying theories and concepts of instructional games for improving the professionalism of early childhood teachers, many teachers still obtain insufficient data and use conventional media. The learning process is still monotonous and focused only teachers. In general, the media used for the learning process has not varied yet. Other sources say that many early childhood education teachers are still with the background of elementary school, middle school, high school, diploma I, and diploma II. Thus, the educational background that does not fit the criteria for early childhood teachers has caused the ineffectiveness of the learning process. The purpose of this study was to determine the effectivenes of instructionl games learning model for professional development of early childhood teachers in Medan, North Sumatera Province, Indonesia. With a view condition, the author assumes that interactive and fun media are needed so as to make children interested in the learning process. On the basis of these ideas, author initiates an interactive multimedia learning method in the form of instructional games. The implication of this study is that there will be discussed strategies of competence development for all teachers especially in Medan and in the domain of educational technology
KEYWORDS : education, early childhood, instructional games, interactive multimedia, teachers I. INTRODUCTION
The role of education is indispensable in one's life. Education is an effort made to equip children with knowledge, skills, and attitudes needed for their future. Education starts from early childhood. Their intelligence grows rapidly at this time. A new born child initially received education from his/her first educators, i.e. his/her parents, in family environment (informal), and then from those at formal or informal institutions of Early Childhood Education. Teachers at early childhood institutions play their roles as the second teachers after the childrens parents. They are responsible for helping the children's intelligence develop through learning. This early childhood education is considered important because it helps the children's intelligence develop optimally to be a basic education prior to having further education. Gardner quoted from Fadillah, M. and Khorida, L.M. (2013, p.48) said that: Early childhood education plays a very important role because human brain development grows rapidly and leaps to reach 80%. Once born into the world, a human baby has reached much as 20% of brain development. When it reaches the age of 4 years, it develops 50%. It becomes 80% at the age of 8 years. It keeps growing until the age of 18 years. Therefore, it is clear that as much as 80% of the human brain develops from the age of birth up to that of 8 years. Thus, human intelligence develops when human age gets older. The purpose of early childhood education as stipulated the Law of the Republic of Indonesia Number. 20/2003 regarding National Education System, Chapter 1 Article 1, and point 14 is that: Early childhood education is an effort aimed at the development of children from the time of birth to the age of six years. It is carried out through the provision of educational stimulation so as to assist the growth and development of the children physically and mentally in order to have their readiness to take further education. Fadillah and Khorida (2013, p.50) say that growth is attributed on childs increasing physical size, while development to the child's psychological and psychiatric development. The purpose of early childhood education can be realized by learning activities in accordance with child development stages, for example, by giving them fun games that may attract their attention. This is based on the research of many experts who found that children likely construct their knowledge when they are playing and according to the way they think. As quoted from Rousseou, JJ in Essa, LE (2002, p.114), it is said that: Childrens mode of thinking and learning is different from that of adults and considered good education to be based on the stage of the development of the child, not on adult-imposed www.ijhssi.org 21 | Page
Read
10%
20%
30%
70%
90%
The figure above shows that as many as 10% of people are able to remember what is seen, as many as 20% are able to recall what is heard, about 30% are able to recall what is seen, approximately 50% are able to recall what is seen and heard, about 70 % are able to remember what is said and written, and about 90% are able to recall what they are doing. The range of the experiencing level is from direct experience to the experience of communication symbols and from concrete objects to abstract objects. The cone above is useful so as to provide specific implications for the selection of instructional methods and materials. The proposed cone experience suggests that the learning experiences gained by students can be through activity process, learning experience, observing process, listening process through a particular medium, and listening process through language. The more concretely the students study the teaching materials, for example, through direct experience, the more experience they can gain. Conversely, the more abstractly the students gain their experiences, for example, relying only on verbal language, the less experience they can obtain. Edgar Dales opinion about cone of experience is an initial attempt to provide reason or basis of the relationship between learning theories and audio-visual communication. One form of audio-visual communications is the use of interactive multimedia in early childhood learning. Thus, the importance of the role of interactive multimedia in learning process is indispensable because approximately 90 % of children, through the world they have fun with, likely engage interactively in learning. Based on observations and interviews carried out at an early childhood education institution in Medan, North Sumatra Province, Indonesia in 2013, it was found that the medium used was not varied, some even are still using LKS (Lembar Kerja Siswa/student worksheet). This is in contrast with the research results of many experts of early childhood education claiming that children learn by playing as expressed by the Samuelsson and Calsson (2008, p.627) who said that 'many studies claim that children today create knowledge when they play'. Although based present early childhood institutions have had adequate media, and some have been using media that display stories (televisions or VCDs), children still get bored easily. It is supposedly so because they think that they fail to be parts of the displayed stories (ininteractive). Playing is a demand and need for early childhood age. So that the learning activities must be carried out through various games in a fun and stimulating way. Thus children are actively involved. The method used in this study is the observation and study of documentation. On the other hand, we can see, based on the study documentation processed and presented in the form of pie chart, that some data shows that qualified early childhood teachers in Medan are still very few. www.ijhssi.org 22 | Page
In the picture, we can see clearly that the early childhood teachers are dominated by High School graduates, approximately 53.96% of the 606 early childhood teachers. In fact, there several teachers graduated from elementary school, junior high school, Diploma I, Diploma II, and Diploma III. Although some are of undergraduate educational qualifications, they are not very few.This situation is certainly not beneficial for early childhood, while the educational process and the outcomes need to be justified. The educational process also needs accountability in its implementation. The educational productivity is impossibly obtained if the process and the outcome of the education are blocked by a bad system of administration.General tendency of the media used is still not varied. The teachers educational background has not met the expected criteria. These indicate that the early childhood teachers knowledge and skills (professionalism) in using the media is still inadequate. With a view to this situation, author assumes that it is necessary to find certain media that can involve children in a fun and interactive activity so as to attract their curiosity and interest. The author initiates to develop interactive multimedia in a model of instructional games that can be used to equip the early childhood learning with interesting games. The use of interactive multimedia in the form of instructional games has never been implemented in Indonesia, especially in Medan, North Sumatera Province. It is so because computers, as tools used for this model, is still generally used for administrative interests. The purpose of this study was to determine the effectiveness of instructional games learning model for professional development of early childhood teachers in Medan, Indonesia.
II.
2.1. Definition of Interactive Multimedia In terms of syllable, the word multimedia is composed of two syllables, i.e. multi and media. Multi means many and media means medium, a place on which to put information. Najjar, J. L. (1996, p.1) said that "Multimedia is the use of text, graphics, animation, pictures, video, and sound to present information". This means that multimedia is the use of text, graphics, animation, images, videos, and sounds to convey messages or information. Teaching activities using presentation software is one simple example of the use of multimedia. Another definition of multimedia according to Robin and Linda in Darmawan D., (2012, p. 47) is a tool that can create a dynamic and interactive presentation that combines text, sound, images, animation and videos delivered by computers or digitally manipulated. This can be delivered and/or controlled interactively. Multimedia are necessary for an education in various ways, developing cross skills and competencies, efficient communication, Solving problems, Critical thinking, Collaboration, Using technologies (Silpa & Sunita, 2013, p.82). Developing attitudes, intellectual curiosity, Responsibility. Student satisfaction and motivation is higher in courses that use multimedia materials. To raise interest level, students appreciate (and often expect) a variety of media. The definition above confirms that a multimedia system can be described as shown below. www.ijhssi.org 23 | Page
Graph
text
Video
Animation
Interactivity
Audio
Basically, multimedia combines various levels of learning into an educational tool that allows doing the presentation of curriculum diversity. Multimedia today is a combination of text, graphic art, sound, animation, and video elements. The display of a multimedia project is meant to control 'what', 'when' and 'how' elements are delivered and served into interactive multimedia. It is because multimedia can be defined as an integration of multiple media elements into a single synergistic and symbiotic unit that gives more benefits to the final user of one media element. The use of multimedia enables the learning process through exploration, discovery, and experience. Multimedia can support multiple representation of the same piece of information in variety of formats. The has several implications for learning. By interactive multimedia, teachers unusually refer to the use of multimedia and ICT (Information and Communication Technology) equipments to offer an effective dialog between the instructure and the students in comparison with traditional methods of teaching which may lack such interactivity (Ke, 2008). Especially ICT, the definition denotes that ICT is related not only to computers but also to other digital devices such as mobile phones and digital televisions (Harendita, 2013, p.42). With multimedia, the learning process can be more goal-oriented, more participatory, and flexible in space and time. It is not affected by distance, adapted to individual learning styles. In such a way, collaboration increases between teachers and students. Multimedia makes the learning process go in a fun and friendly way and fearless of inability or failure. 2.2. Development Procedures of Interactive Multimedia A good multimedia development cannot be made spontaneously, but necessary steps needs to be taken by considering the aspects of quality, practicality, principles, and rules in interactive multimedia production. According to Riyana, C. (2009 p. 248), computer-based development can be reached by steps, i.e. First, by making Media Program Outline (GBPM); Second, by making flowchart; Third, by creating storyboard; Fourth, by gathering materials needed for completing the interactive multimedia presentation. The materials required include video, sound recording, animation, and images; Fifth, programming phase, i.e. assembling all materials in accordance with the demands of the script; Sixth, finishing. In this activity, legibility test program in accordance with the expected audio targets is reviewed. The end of finishing activity is packaging. Here the program is packaged in a CD with cover and label. The following image is the workflow procedure of an interactive multimedia development.
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Showing Bumper
Display Bumper
Yes Self
No
Select Menu
Neighborhood
Yes
Environt ment
No
No
Yes My Needs
No
Yes Animal
No
Yes Plant
No
Exit
Yes FINISH
The flowchart games, developed by the author, are trained to the early childhood teachers as a tool to set the use of the instructional model of interactive multimedia games. The flowchart description is as follows: When the application is running, animated bumpers UPI (Indonesia Education University) logo and the identity of author are displayed. Then, the main page is displayed. On the main page, there will appear five menus namely self menu, neighborhood menu, my needs menu, animals menu, and plants menu. The application will www.ijhssi.org 27 | Page
The themes above can be explained as follows: Gaming applications can be performed in the first half of the learning process. The themes are: environment, sub-themes, school and home environments, introducing school, friends, parts of school building, introducing family members, and introducing functions and parts of a house. The opening is the display of the Universitas Pendidikan Indonesia (UPI) logo, two prominent created characters Lala (women) and Rio (men) with a little animation. Introduction: The second page is a welcome remark for players, and followed with playing with Lala and Rio with a game choice about environment. The preliminary findings of this study support that the model of instructional games can facilitate students' learning motivation, their ability to solve problems, and their learning creativity in the use of interactive multimedia. Interactive multimedia learning method is a collaboration of students, teachers and computer devices. Information related to patterns of collaborative interaction when children are engaged in an educational computer program will help provide inputs and guidance, and in turn, to more develop educational software for children. It is important to ensure that the educational computer software packages in the future could be more structured and developed. This is carried out to further maximize childrens collaborative behavior so that they are able to support one another in learning. In addition, teachers of children are given the opportunity and the freedom of creativity so as to ensure that the computer can their students potential. The purpose of education by using computers can only be achieved if teachers, early childhood educators, and researchers want to be open-minded to any current and relevant issues, ensure that the computer program used is appropriate, and contribute to the theoretical and experimental databases used to guide children to use computers (Silvern & Silvern, 1990).The advantages of using interactive multimedia in learning and teaching process are as follows: In terms of interactive learning, this system is considered more innovative; Teachers will always be asked to be more creative in finding breakthroughs in innovative learning; Teachers, in achieving the learning objectives, will have the ability to combine text, images, audio, music, animation or video simultaneously in one; Increase learners motivation during the learning process in order to obtain the desired learning objectives; Teachers will be able to easily visualize difficult materials which are only described with conventional props, and Train learners to become more independent in gaining knowledge. Early childhood education settings develop necessary foundational skills required for children to (a) successfullytransition into public school settings, (b) participate effectively in the curriculum, and (c) demonstrate achievement in key content areas. Among these important skills are emergent literacy (e.g., phonemic awareness, word recognition, concepts about print, alphabetic principle, and comprehension); basic math concepts (National Association for the Education of Young Children [NAEYC] and the National Council of Teachers of Mathematics [NCTM] 2002); play (Cook et al. 2008; Miller and Almon 2009), and socialization (Katz and McClellan 1997). In fact, the No Child Left Behind Act of 2001 (NCLB) emphasizes school accountability for student achievement in foundational core subjects. Key foundational skills for success in these core subject areas are developed in the early childhood years, though in todays world the way in which education professionals approach their development with young children should be viewed through the lens of rapidly changing, technology-based, twenty-first century society. As noted by the Partnership for Century Skills (2002): the world in which students live has changed The explosion of powerful technology demands a drastically different set of skills. Rapidly evolving technologies have made new skills a requirement for success in everyday life. (p. 6).
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V.
ACKNOWLEDGEMENT
Acknowledgements are given units of early childhood programs Education Office of Medan, North Sumatra, Indonesia, which has provided an opportunity for the author to obtain reference data is a necessary ingredient in this study. Reference materials mainly report implementation activities for early childhood education is very useful to know the extent to which the media had been learning in accordance with the expected goals.
REFERENCES
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] Benton Foundation. The Learning Connection: School in The Information Age. Retriewed October 22, 2004, from http : // www . Benton . org / publibrary / schools / connection.html, 1996 CEO Forum on Education and Technology. Key Building Blocks for Student Achievment in The 21 st Century: Assesment, Alignment, Accountability, Acces, Analysis (Year 4 Report). Washington DC: Jie-Qi Chen and Charles Chang, 2001 Clements, D.H.,& Sarama, J. Young Children and Technology: What does The Research say ? Young Children, 58 (6), 2003, 34-40 Chen, J.Q.,& Horsch. Effective Partnering for School Change: Improving Early Childhood Education in Urban Classrooms. New York: Teachers College Press, 2004 Chen, J.Q.,& Chang, C. Using Computers in Early Childhood Classrooms: Teachers Attitudes, Skills, and Practices. Journal of Early Childhood Research, 4, 2006a, 169-188 Cook, R. E., Klein, M. D., & Tessier, A. Adapting early childhood curricula for children with special needs (7th ed.), Upper Saddle River, NJ: Pearson Merrill Prentice Hall, 2008. Darmawan, D. Education Innovation. (Multimedia Technology Practice Approach and Online Learning),1ST ed. Publisher, 2012, 47 Essa.L.E. Introduction Childhood Education. 4TH., Publisher, 2002, 9-41 Fadillah, M dan Khorida, M. Pendidikan Karakter Anak Usia Dini. Yogyakarta: Ar-Ruzz Media, 2013 Gimbert, B.,& Cristol, D. Teaching Curriculum with Technology: Enhancing Childrens Technological Competence During Early Childhood. Early Childhood Education Journal, 31, 2004, 207-216 Haugland, S. W., & Wright, J. L. Young children and technology: A World of Discovery Boston: Allyn and Bacon, 1997. Haughland, S.W. What role should technology play in young childrens learning ? Young Children, 54 (6), 2009, 26-31
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