scholarly journals Gameplay Development of "Power Egg" As Interactive Learning Media of Arithmetic and Motoric Exercises for Elementary School Students

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 9 (1) ◽  
pp. 101-120
Author(s):  
Muhamad Parhan ◽  
Usup Romli ◽  
Mohammad Rindu Fajar Islamy ◽  
Salima Muhammad Husein

This research aims to develop Islamic Education learning media for the material of faith in elementary schools (SD). The basis for developing learning media results from previous studies found many teachers tend to experience difficulties in using media in Islamic Islamic education learning material in elementary schools. Therefore, this research is significant to obtain an appropriate learning media formula in providing a complete understanding of the subject matter of faith in elementary school students. The research method used in this research is research and development (R & D) with the compilation of Islamic Islamic Studies learning media in elementary schools (SD), which delivers an understanding of Islamic education in faith material to get references and ease in learning. Students can also understand the material of faith efficiently and effectively through the tadaruziah waqi’iah approaches.


2018 ◽  
Vol 9 (1) ◽  
pp. 203-214
Author(s):  
Sakilah Bewafa ◽  
Ana Utami Fatoni ◽  
Yuliana Fatima Dayana ◽  
Puthut Joko Buntolo

The implementation of the newest curriculum (Curriculum 2013) leads some elementary schools to finally exclude English from the schools subjects. However, some elementary schools that keep teaching English as a subject still cannot provide appropriate English teaching media, especially to teach vocabulary. In this study, the researchers aimed to know the problems faced by the English teacher and the fourth grade students of SD N 2 Sekaran in the vocabulary teaching and learning, and also to know how to develop teaching media of Kangaroo Smart Frieze. The Research and Development (R & D) approach was adopted by conducting the preliminary survey, designing and developing the prototype of the product, conducting limited testing and product validation, having a revision process and describing the research result. The subjects of the study were the fourth grade students of SDN 2 Sekaran in the academic year of 2013/2014. The instruments used were questionnaires, interview guideline and test. According to the interview to the English teacher and students, it can be concluded that the vocabulary teaching media of Kangaroo Smart frieze needs to be developed with the focus on the quality of the media and also the variety of games played. The development of Kangaroo Smart Frieze was started by observing and interviewing the English teacher and students. After doing that, the process was continued by planning the data collecting instrument of vocabulary teaching media. The main consideration was based on the English curriculum (syllabus) of the fourth grade students of elementary school and also some related theories. Moreover, the data collecting instrument was arranged into two main parts which included the need analysis of the students and English teacher. The further step was designing the prototype. The development process was then followed by other steps; product validation, try-out (limited testing) and revision of Kangaroo Smart Frieze. The results of the students’ test by using Kangaroo Smart Frieze as the vocabulary teaching media, and also the assessment from the experts were very good. Therefore, it could be concluded that Kangaroo Smart Frieze has a good prospect to be used in the vocabulary teaching and learning process. As suggestion, the teachers should always try to choose appropriate vocabulary teaching media, and the future researchers should conduct better research and development to develop better vocabulary teaching media for elementary school students.


2021 ◽  
Vol 12 (2) ◽  
pp. 413-426
Author(s):  
Neni Hermita ◽  
Jesi Alexander Alim ◽  
Zetra Hainul Putra ◽  
Peggi Muharrani Gusti ◽  
Tommy Tanu Wijaya ◽  
...  

Number sense is an essential primary mathematics material in elementary school that students must master. Learning media may be utilized in elementary schools' teaching and learning process to engage and inspire students to participate in learning activities, particularly mathematics. Therefore, the researchers designed an interactive game using Genially to improve students' number sense. The ADDIE development model was applied in the research and development procedure. In this research, the ADDIE development model began by analyzing problems related to the mathematics learning process in elementary schools, analyzing the environment and work situation, designing an interactive game, developing the game based on validation results from three media experts and two concept experts, and conducting a one-on-one trial. The product feasibility was tested on 46 students who were divided into two classes. Class B served as the experimental class, while Class A served as the control class. The interactive game's validation findings showed that the developed interactive learning media was practical and useful. As a result of the implementation, the experimental class students' grasp the material better than the control class. 


2022 ◽  
Vol 4 (2) ◽  
pp. 728-732
Author(s):  
Yustini Ardillah ◽  
Anggun Budiastuti ◽  
Dian Safriantini ◽  
Rendi Sabana

Covid-19 continues to increase the number of patients who are positive for Covid-19. Indonesia is a risky country to visit, while the National Data for South Sumatra is the number one province on Sumatra Island with the highest number of Covid-19 patients. Government policy allows regions or regions with yellow zones to open schools offline. Banyuasin Regency is included in the yellow zone of Covid patients, so teaching and learning has been carried out offline with strict implementation of health protocols. To support offline teaching and learning activities, it is necessary to educate students about the 3M movement (maintaining distance, using masks, washing hands with soap). This activity aims to train students to apply the 3M health protocol correctly. The results of the service show that there is an increase in knowledge and changes in student behaviour after receiving training and counselling about health protocols at school. Optimization of health protocols needs to be carried out on an ongoing basis to prevent the transmission of COVID-19 in elementary schools.


2020 ◽  
Vol 2 (01) ◽  
pp. 85
Author(s):  
Budi Ariyanto ◽  
Amalia Chamidah ◽  
Savitri Suryandari

One of the problems in the teaching and learning process is the lack of use of instructional media. This resulted in learning mathematics becoming boring and not in demand by students. So here we need a media that can be used in learning mathematics, one of which is the snake ladder media that is developed for learning mathematics for simple fraction material in elementary school students. Development research uses the ADDIE model which has 5 stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evalution. But at the stage of the implementation of this study could not be applied because of the outbreak of COVID-19, so this study stopped at the stage of media expert validation and material validation as a measure of the feasibility of ladder snake media. The results of media validation were 90%, while the results of material validation 1 were 90% and material validation 2 were 92%. Then it can be concluded that the snake ladder media can be used for learning mathematics in simple fraction material in elementary school students.


CAHAYAtech ◽  
2020 ◽  
Vol 9 (1) ◽  
Author(s):  
Ahmad Daniaji Rosyiid ◽  
Elkana Lewi Santoso ◽  
Irfan Ramadhani

Computer subjects have their own appeal for elementary school students. Elementary school students are interested in computers because it is new to them. But in teaching and learning activities they are only interested in drawing and playing. In the typing lesson section, only a few students are interested in learning to type. Therefore, the teacher needs a more interesting way to provoke students' interest to be willing to type. This method is to invite students to play games with the educational elements of typing. This research was made using the GDLC method, game development begins with the initiation of a game model, pre-production with game planning and design, production by starting game coding, alpha version for the first test, beta version for the second test conducted by players, and version release, namely the form finished games that are ready to be played, which aims so that the system can be easily developed. This research was made to build an educational game with an educational element of typing. The software used to build this game is the Godot engine with the gdscript programming language. With an attractive game display, it is hoped that students will be more interested in learning to type.


2021 ◽  
Vol 5 (4) ◽  
pp. 658
Author(s):  
Arnelia Dwi Yasa ◽  
Denna Delawanti Chrisyarani ◽  
Ludovikus Boman Wadu ◽  
Aji Prasetya Wibawa ◽  
Dedy Kuswandi

Problems in mathematics are increasingly complicated, especially related to students' creativity. The fundamental problem of learning mathematics is that learning is difficult and tedious and impacts students' learning outcomes. It needs special attention so that students' creative abilities in mathematics must be developed in various ways. The purpose of this study is to analyze the creativity of elementary school students in learning Mathematics. This research uses a descriptive approach in the form of a survey. This study involved 200 students from 11 elementary schools. The research instrument is a questionnaire based on four aspects: flexibility, originality, and elaboration. A descriptive approach was used to analyze the research data. The findings show that students' creativity differs in four aspects. The Fluency Aspect got a score of 3.07 in the medium category. The flexibility aspect got a score of 3,098 in the medium category. The originality aspect got a score of 2.37 in the medium category. The aspect elaboration got a score of 2.47 in the medium category. Based on the study results, it can be found that from the four aspects of student creativity in the medium category. The findings state that sub-indicators in every aspect of creativity need to be developed and improved.


Author(s):  
Zuhri D ◽  
Sehatta Sehatta

The meaning of numbers which is often referred to as Number Sense is very important for students to understand specifically in elementary school. Correspondingly, elementary school students who are new to numbers must be given a real experience that they experience as a means of building an understanding of the meaning of numbers. In connection with that, this study aims to investigate the understanding of elementary school students in class I who are taught with instructional media in the design of coastal areas. The subjects of this study consisted of 2 elementary schools with a total of 42 subjects who were located on the coast. The purpose of this study was to investigate the effectiveness of learning and its impact on number sense. The results of the data analysis showed that the effectiveness of learning mathematics using media designed in the coastal area was in a good category and students' understanding of the meaning of numbers after treatment significantly increased by 21.3%.


Author(s):  
Dedi Rohendi

Recently, game-based multimedia development has been increasing rapidly. Game-based multimedia is not only used for entertaining but also for teaching and learning process. Meanwhile, for the majority of elementary school students, numeracy learning is still considered as a difficult subject to be learned and has not attracted students’ interest because it still uses vertical methods. The objective of this research is to examine the implementation of game-based multimedia in learning horizontal numeracy. In this game-based multimedia, horizontal numeracy material is presented in the form of a game. Horizontal numeracy material begins with addition, subtraction, multiplication, and division. Game-based multimedia is implemented to 20 students in grade 3 elementary schools in Bandung, Indonesia. Subsequently, the way students learn the materials and their learning outcomes are explored after using this multimedia. The results show that the students can learn horizontal numeracy excitingly; moreover, they can easily understand the concept of horizontal numeracy quickly. It is indicated by by the increasing of average post-test value.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-6
Author(s):  
Robekka Risten Fransiska Sinaga ◽  
Lulud Oktaviani

To produce competitive students that ready to face the trend of language learning in English as a foreign language, especially speaking skills, teachers should be ready to develop good planning in the teaching process. It can be in the form of strategies that can motivate students in the learning process. Moreover, in teaching elementary school students, teachers should be more creative to encourage students’ motivation in speaking by using attractive teaching media which involves physical activity because young learners usually only have a short attention span. By using teaching media, students will learn a language in such attractive and fun ways. Thus, the researchers want to see the use of Fun Fishing in teaching speaking at one of the Elementary Schools in Lampung to encourage students in learning English. This research used a qualitative method since it disclosed how to implement Fun Fishing media in an Elementary School in Lampung. As a result, the students were divided into four groups consisted of 2-3 members and learned English which involved physical activity. To sum up, using this media in learning English can motivate students to speak in English and make teaching and learning become more fun because they did physical activity.


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