Educational game as interactive learning for hurricane safety

Author(s):  
Mohammad Syahmi Rosli ◽  
Nur Nabilah Abu Mangshor ◽  
Nurbaity Sabri ◽  
Zaidah Ibrahim
2018 ◽  
Vol 24 (12) ◽  
pp. 9173-9177
Author(s):  
Heru Supriyono ◽  
Muhammad Syahriandi Adhantoro ◽  
Rifqi Fauzi Rahmadzani

2021 ◽  
Vol 5 (2) ◽  
pp. 153-177
Author(s):  
Robia Astuti ◽  
Nurmitasari Nurmitasari ◽  
Naning Sutriningsih

This research is a research and development that aims to produce an interactive learning media product in the form of an educational game Math BilBul "alaihisalam" (Matematika Bilangan Bulat “ayo belajar operasi hitung secara islam”) that is feasible to use and integrates Islamic values and is effective in learning in the era pandemic covid-19. The research subjects were all fourth grade students for the 2020-2021 academic year in the odd semester of SD Muhammadiyah who were at the Sukoharjo Pringsewu branch level. The research method used is development research by adopting the steps of Thiagarajan commonly known as the 4-D development model, namely: Define, Design, Develop, and Disseminate. The data collection technique used is through instruments in the form of learning implementation observation sheets, validation sheets of learning media suitability with student analysis in online learning, student activity observation sheets in learning, student response questionnaires and learning outcomes tests. The results of this study are that an interactive learning media based on the Math BilBul “alaihisalam” educational game has been developed which is considered suitable for use based on the results of expert validation and is considered effective based on the implementation of learning which reaches 100%, student activity reaches 100%, student learning outcomes reach an average value. an average of 90, which is more than the KKM score, and a positive student response questionnaire that reaches 83.5%.


2018 ◽  
Vol 5 (3) ◽  
pp. 341 ◽  
Author(s):  
Sri Lestari Rahayu ◽  
Fujiati Fujiati

<p class="Abstrak">Pentingnya belajar bahasa inggris pada usia dini dikarenakan bahasa inggris merupakan bahasa internasional. Metode belajar pada anak usia dini adalah belajar sambil bermain, anak-anak juga akan lebih mudah untuk menerima informasi dalam bentuk multimedia. Media pembelajaran yang interaktif akan membantu anak dalam menguasai pelajaran bahasa inggris sejak dini. Pada penelitian ini penulis membuat Game edukasi sebagai media pembelajaran yang interaktif. Dalam pembuatan game edukasi yang interaktif dibutuhkan perancangan Game Desain Document. Pada saat anak belajar dengan metode konvensional maka anak akan susah memahami dan cepat bosan karena anak belajar dari buku dan mendengarkan guru menjelaskan tetapi dengan adanya game edukasi sebagai media pembelajaran yang interaktif maka diharapkan akan memudahkan anak dalam mempelajari, memahami dan menguasai bahasa asing khususnya bahasa inggris. Aplikasi game yang dibangun menggunakan metode Game Design Document (GDD) dan metode perancangannya menggunakan metode waterfall.  Adapun hasil dari penelitian ini berupa aplikasi media pembelajaran dan mendapatkan nilai presentase 80% dari kuesioner yang diisi oleh pengguna.</p><p class="Abstrak"> </p><p class="Abstrak">Abstract</p><p class="Abstrak">The importance of learning English at an early age because English is an international language. The method of learning in early childhood is learning while playing, children will also be easier to receive information in multimedia form. Interactive learning media will help children to master English language lessons early. In this study the author makes educational games as interactive learning media. In making interactive educational games, it is necessary to design a Document Design Game. When the child learns by conventional methods, the child will be difficult to understand and get bored quickly because the child learns from the book and listens to the teacher explaining but with the educational game as an interactive learning media it is expected to facilitate the child in learning, understanding and mastering foreign languages, especially English . Game applications are built using the Game Design Document (GDD) method and the design method uses the waterfall method. The results of this study are in the form of learning media applications and get a percentage value of 80% from the questionnaire filled in by the user.</p>


Warta LPM ◽  
2018 ◽  
Vol 21 (2) ◽  
pp. 30-39
Author(s):  
Heru Supriyono

Partners of this community services program are MIM Potronayan 1 and MIM PK Kenteng. One of problems faced by those schools is students get bored easily when attending the class, in this case is learning Aksara Jawa. Based on observations conducted previously, it could be noted that the root of the problem is both schools were only used printed materials for teaching in the class which is not interactive. In this community services, the team offer a multimedia-based learning media with educational game. The learning media mainly was developed using Construct 2 software. The objective of the community services is to implement the interactive learning media with educational game of Aksara Jawa for elementary school teachers and students. The results of the community services are involving application program of interactive learning media for computer and mobile computing devices, and teachers have been introduced with interactive learning media. The evaluation result showed that 91% teachers and students feel the application program increase student motivation for learning Aksara Jawa very significantly.


Teknodika ◽  
2018 ◽  
Vol 16 (1) ◽  
pp. 10
Author(s):  
Arizal Fadli ◽  
Suharno Suharno ◽  
Akhmad Arif Musadad

The purpose of this research is to determine the effectiveness of the application of interactive learning media based on role playing educational game in Mathematics for Class VII student learning outcomes MTS Negeri Kawunganten compared with conventional learning applied at the school. The method used in this research is the method of Research and Development study with sample class VII C and class VII D in MTS Negeri Kawunganten. The research design used is ADDIE. Based on the results of t-test analysis of the differences in the two averages the study, showed that the obtained t-test = 3.775 while t -table = 2.033. Because t-test &gt; t-table then H0 is rejected, which means that the average class experiment better than the control class that student learning outcomes are given learning by using interactive learning media better than the learning outcomes through conventional learning model, with the word else, it proves that the media based interactive learning role playing educational game effectively to improve student learning outcomes in mathematics class VII in MTS Negeri Kawunganten.


Author(s):  
Wibisono S. Wardhono ◽  
I Arwani ◽  
M.I.C.S. Napitu

Difficulties of learning mathematics, especially basic arithmetic like addition, subtraction, multiplication and division, most commonly found in children of elementary school. The material covering basic arithmetic addition, subtraction, multiplication and division began to be taught to children aged 6-9 years that is between grades 1st to 3rd of elementary school. The research’s goals are developing interesting gameplay and interactive games as media learning of arithmetic for elementary school students in grade 1st to 3rd. Development of gameplay is expected to increase the interest of elementary school students on the concept of arithmetic and it will have implications for the success of teaching and learning arithmetic concepts for students. "Power Egg" is an interactive educational game. The game is designed based on the needs of gameplay by adding motoric exercises with the utilization of Kinect VR technology as input media. The game users target was Elementary Schools Students grade 1st to 3rd. The results of game testing showed that all students enjoy the games and 96% of students want to try the game again. After playing this game, the evaluation results of arithmetic material tested to thirty elementary school students showed an increase up to 8.8% compared to the evaluation before the students run the game.


2021 ◽  
Vol 1 (3) ◽  
pp. 173-179
Author(s):  
Miftakhul Huda ◽  
Munzil Munzil ◽  
Metri Dian Insani

The aim of this research was to develop interactive learning multimedia in living organization system material on educational game. The validation test included media validation and material validation. The media validation was carried out by media expert, included of one physics lecturer and one natural science teacher, whereas the material validation was carried out by material expert, included of one biology lecturer. The legibility test in small group was carried out to 15 students grade VIII who had learned living organization system material. Based on the evaluation result, the developed interactive learning multimedia has proven valid and fulfilled very worthy criteria to be used. Penelitian ini bertujuan untuk menghasilkan multimedia pembelajaran interaktif pada materi sistem organisasi kehidupan berbasis game edukasi. Uji kelayakan dilakukan melalui validasi media, materi, dan uji keterbacaan. Validasi media oleh satu dosen Fisika dan satu guru IPA SMP, validasi materi oleh satu dosen biologi, dan uji keterbacaan pada 15 siswa kelas VIII SMP. Hasil penelitian menunjukkan bahwa multimedia yang dikembangkan sangat valid dan sangat layak untuk digunakan.


2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


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