Monica Velysia, - (2024) PERSEPSI PENGAJAR TERHADAP PEMBELAJARAN BAHASA KOREA DENGAN MEDIA BERBASIS STEAM DI LEMBAGA KURSUS EDUCOURSE.ID: Implementasi dan Tantangan. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Perkembangan di era transformasi digital memiliki pengaruh yang signifikan terhadap dunia pendidikan, terutama proses pembelajaran. Penelitian ini diadakan dengan tujuan untuk menganalisis implementasi serta tantangan pembelajaran bahasa Korea yang menggunakan media berbasis STEAM sebagai salah satu media pembelajaran yang mutakhir. Metode penelitian yang digunakan adalah metode kualitatif deskriptif dengan teknik pengambilan data persepsi pengajar bahasa Korea di lembaga kursus educourse.id melalui angket dan wawancara. Hasil penelitian menunjukkan bahwa pengajar telah mengimplementasikan penggunaan media berbasis STEAM dengan sokongan metode pembelajaran dalam seluruh proses perencanaan, pelaksanaan, dan evaluasi pembelajaran bahasa Korea sesuai dengan tujuannya. Pengajar memenuhi penggunaan lima bidang STEAM dalam pembelajaran bahasa Korea dengan memanfaatkan berbagai jenis media berbasis STEAM, mulai dari media tradisional, cetak, daring, aplikasi, media yang dibuat oleh pengajar, dan media lainnya sesuai kebutuhan pembelajaran. Pada proses pembelajaran bahasa Korea dengan media berbasis STEAM, pengajar juga menemukan beberapa tantangan, seperti tantangan terkait waktu persiapan atau pembuatan media, kesulitan mengimplementasikan media berbasis STEAM karena faktor keterbatasan media yang cocok dengan pembelajaran bahasa Korea dan keterbatasan sumber yang relevan, keterbatasan level pembelajaran, serta kesulitan peserta didik untuk menggunakan media berbasis teknologi yang berimbas pada durasi pembelajaran. Di samping tantangan yang dihadapi, penggunaan media berbasis STEAM dalam pembelajaran bahasa Korea memiliki berbagai manfaat bagi proses pembelajaran, pengajar, maupun peserta didik serta kemampuan kosakata dan tata bahasa, keterampilan berbicara, menulis, menyimak, dan membaca bahasa Korea peserta didik. The digital transformation era has significantly influenced educational practices, particularly in language learning. This study aims to analyze the implementation and challenges of using STEAM-based media in Korean language instruction. Employing a descriptive-qualitative method, data were collected through questionnaires and interviews with Korean language teachers at the educourse.id institution. The findings reveal that teachers have implemented the use of STEAM-based media with the support of learning methods across all stages of lesson planning, execution, and assessment, aligning with educational goals. Teachers fulfill the use of the five STEAM fields in Korean language learning by utilizing various types of STEAM-based media, including traditional resources, printed materials, digital resources, applications, self-made tools, and other media according to learning needs. However, they face several challenges in the Korean language learning using STEAM-based media process, such as difficulties related to media preparation or creation time, difficulties in implementing STEAM-based media due to limited STEAM-based media that suitable for Korean language learning and limited relevant sources, limitation of learning levels, as well as the difficulties experienced by learners further make the learning process last longer. Despite these challenges, the use of STEAM-based media has been beneficial for the learning process, teachers, and learners as well as their Korean language vocabulary and grammar skills, also their speaking, writing, listening, and reading skills. 디지털 트랜스포메이션 시대는 교육, 특히 언어 학습에 큰 영향을 미치고 있다. 본 연구는 한국어 학습 과정에서 STEAM 기반 미디어 활용의 실행과 어려움을 분석하는 것을 목표로 했다. 서술적-정성적 방법을 사용하여 교육 기관의 한국어 교사들을 대상으로 설문지와 인터뷰를 통해 데이터를 수집했다. 본 연구 결과는 교사들은 교육 목표에 따라 수업 계획, 실행, 그리고 평가의 모든 단계에서 교육 목표에 따라 학습 방법의 지원을 받아 STEAM 기반 미디어를 활용하고 있는 것으로 나타났다. 교사들은 학습 요구에 따라 전통적 자료, 인쇄물, 디지털 자료, 애플리케이션, 자체 만든 미디어, 기타 다른 다양한 유형의 STEAM 기반 미디어를 활용하여 한국어 학습에서 5가지 STEAM 영역의 활용을 충족하고 있다. 그러나 STEAM 기반 미디어를 활용한 한국어 학습 과정에서는 미디어 준비나 제작 시간의 어려움, 한국어 학습에 적합한 STEAM 기반 미디어와 관련 자료의 제한으로 인한 구현의 어려움, 학습 수준의 한계, 학습자가 겪는 어려움으로 인해 학습 과정이 더 오래 지속되는 등 여러 가지 어려움에 직면하고 있다. 이러한 어려움에도 불구하고 STEAM 기반 미디어의 활용은 학습 과정, 교사, 학습자와 학습자의 한국어 어휘와 문법 능력뿐만 아니라 말하기, 쓰기, 듣기, 읽기 능력까지 도움이 되었다고 발견하였다.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?hl=en&user=k2oYHGIAAAAJ ID SINTA Dosen Pembimbing: Risa Triarisanti: 6102047 Ashanti Widyana: 6745826 |
Uncontrolled Keywords: | Proses pembelajaran, Tantangan pembelajaran, Bahasa Korea, Media berbasis STEAM. Learning process, Learning challenges, Korean language, STEAM-based media. 학습 과정, 학습 어려움, 한국어, STEAM 기반 미디어. |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education P Language and Literature > PL Languages and literatures of Eastern Asia, Africa, Oceania |
Divisions: | Fakultas Pendidikan Bahasa dan Sastra > Jurusan Pendidikan Bahasa Korea |
Depositing User: | Monica Velysia |
Date Deposited: | 10 Sep 2024 03:41 |
Last Modified: | 10 Sep 2024 03:41 |
URI: | http://repository.upi.edu/id/eprint/122342 |
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