Course Design Through Funtainment-Based Instructional Model to Improve 4C Skills Students

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Muthmainnah,Tariq Elyas, Ahmad Al Yakin, Abdul Ghofur, Andi Asrifan


Educational priorities have had to evolve to meet the changing needs of students, learning style and passion of learning and society in the 21st century. The emergence of the COVID-19 epidemic in early 2020 has fueled this trend even further, highlighting the importance of technology in the classroom more than ever before.  This, in turn, has a profound impact on how each new generation of students receive and process knowledge. The COVID-19 pandemic and its impact on traditional face-to-face learning environments have only accelerated the need for rapid adoption of novel pedagogical strategies. The Funtainment is one of several technology-enabled educational alternatives that have recently been used by Indonesian schools.  This study focuses on a novel of Funtainment learning based on encouraging intentional interaction in the class to develop students' 21st 4C’s. To explore, Funtainment-based instruction in English also improves students' 4Cs. To gain the data, the questionnaire as the research instrument was distributed to the students of teacher training and education faculty, and their responses were analyzed in descriptive quantitative. This research was conducted in Indonesia. The results of the questionnaire showed that the students' responses and reactions to the course materials Funtainment-based instructional model on positive responses and its effectively to improve their 4Cs. The findings in this study can be realized the course materials with fun-based instructional model has a positive impact and can be used as an alternative of blended learning for future education.

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