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Development model of Iasee in basic painting art learning, based on glass box

Bibliographic Data

ID22250079
AuthorsNelwandi Nelson (State University of Padang, corresponding author), Agusti Efi (0000-0001-9677-5748, State University of Padang, corresponding author), Ermanto Ermanto (State University of Padang)
Year2022
Volume6
Pages491-497
Publication date2022-02-16
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueLinguistics and Culture Review (JOURNAL)
Journal identifiersISSN: 2690-103X • E-ISSN: 2690-103X
PublisherScientific and Literature Open Access Publishing (PUBLISHER)
DOI10.21744/lingcure.v6ns2.2165
OpenAlexW4213179729
LanguageEN
References cited5

The background of this research is the use of learning models which is not optimal in developing students’ creative abilities rationally and logically to create paintings in learning basic painting in Higher Education. The research objective is to develop a valid, practical, and effective model of IASEE Basic Painting Learning Based on Glass Box. This development research uses a 4-D development model (four D models), the stages are definition, design, development, and deployment. Disseminate). The research subjects were 20 students of the Arts Faculty, Universitas Negeri Padang. Data collection techniques in this study used instruments in the form of interviews, questionnaires, and tests to obtain the validity, practicality, and effectiveness of the developed model. The collected data is analyzed for validity, practicality, and effectiveness using a predetermined formula. The results of the development of the IASEE Basic Painting Learning Model Based on Glass Box are in the form of products, namely 1) Model Books; 2) Instruction Books, and 3) learning modules. After going through the process of defining, designing, and developing the model, the research results were obtained in the form of a Learning Model that meets the elements of validity, practicality, and effectiveness

Art · Data collection · Dissemination · Mathematics education · Painting · Software deployment · Software engineering · Visual arts · Blockchain Technology in Education and Learning · Computer Science · Cultural and Artistic Studies · Educational Technology and E-Learning · Mathematics · Psychology

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Citation velocityhistorical
Highly citedNo

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