scholarly journals Pengenalan Game Edukasi Android Sebagai Penunjang Perkembangan Kognitif Anak

2019 ◽  
Vol 3 (2) ◽  
pp. 148
Author(s):  
Ela Suryani ◽  
Kartika Yuni Purwanti

Community service activities performed in PKK Payungan Village, Kaliwungu District Semarang Regency help to parents understand educational games android decent child consumed. Educational games to support cognitive development of children so that parents must understand the various types of educational game applications, how to choose the right educational game, and how to install on the phone The implementation method used was presentation, demonstration, practice, brainstorming, and sharing about educational game to PKK Payungan Village. This activity is done through three stages: 1) socialization, 2) mentoring, 3) monitoring and evaluation.The results of the implementation of this activity was : 1) understanding educational games android as supporting the cognitive development of children in very good category. This is indicated by the percentage of achievement indicators of educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) get positive response seen from indicator attendance reaches 93% of target and enthusiastic participant during activity from beginning to end of activity. The final goal of the introduction of educational games was IT literacy parent so as to be able to monitor their children in using mobile phones especially when playing games.  

2019 ◽  
Vol 2 (1) ◽  
pp. 45
Author(s):  
Kartika Yuni Purwanti ◽  
Anni Malihatul Hawa

Tujuan pengabdian ini yaitu peningkatan pengetahuan dan keterampilan siswa dalam pembuatan bak sampah dari botol bekas. Metode pelaksanaan yang digunakan adalah metode partisipatif dengan melalui tiga tahap yaitu 1) sosialisasi, 2) pendampingan, 3) monitoring dan evaluasi. Hasil dari pelaksanaan adalah: 1) pemahaman siswa tentang pengelolaan sampah menjadi botol bekas dalam kategori sangat baik. Hal ini ditandai dengan rata-rata persentase indikator ketercapaian sebesar 90,48% serta peningkatan rata-rata keterampilan siswa dari 2 menjadi 3,7, 2) memperoleh respon positif yang dilihat dari indikator kehadiran peserta mencapai 100% dari target dan peserta antusias selama mengikuti kegiatan dari awal sampai akhir kegiatan. Kegiatan ini perlu dilaksanakan oleh selruh kelas agar seluruh siswa mampu mengetahui manfaat 3R (reuse, reduce and recycle). Kegiatan pengabdian ini diharapkan ke depan dapat sampai membuka akses pasar bagi hasil produksi (aneka kreasi daur ulang) serta dapat dilanjutkan pada tahun-tahun berikutnya di lokasi lain untuk menunjang kelestarian lingkungan dan budaya hidup sehat. Kata kunci: basabokas, daur ulang, botol bekas AbstractThe purpose of this service is to increase students' knowledge and skills in making trash bins from used bottles. The implementation method used is participatory method through three stages, namely 1) socialization, 2) mentoring, 3) monitoring and evaluation. The results of the implementation are: 1) students' understanding of waste management into used bottles in the excellent category. This is indicated by the average percentage of achievement indicators of 90.48% and the average increase in student skills from 2 to 3.7, 2) obtaining a positive response as seen from the attendance indicator reaching 100% of the target and the enthusiastic participants participating in activities from the beginning to the end of the activity. This activity needs to be carried out by the whole class so that all students are able to know the benefits of 3R (reuse, reduce and recycle). This community service activity is expected in the future to be able to open market access for production results (various recycled creations) and can be continued in the following years in other locations to support environmental preservation and a culture of healthy living.


2020 ◽  
Vol 2 (2) ◽  
pp. 76-81
Author(s):  
Alfitriani Siregar ◽  
Nadlrah Naimi

This community service is aimed to provide teaching training through BIG MAZE educational game media for Aisiyah’ teachers during online. The educational game, Maze, is complicated, tortuous, and deadlocked track system. At home, children easily learn through the media BIG MAZE, is B (Bergerak) for move is a stimulus to the child's body movements, hands and feet. I (Ingat) for remember is to train the child's memory sensors, through language, numbers, letters. G (Guna) for use is to do the activities of the results of exercises done in the previous movement through memory sensors, and will affect the cognitive development of children. This activity was carried out in collaboration between Aisyiyah Regional Leadership of Primary and Secondary Educational in North Sumatera and Aisyiyah Butstanul Athfal’ teachers in Medan partners. The method is taught for children of 10 teachers from ABA in Medan and has been evaluated, this activity through 4 stages: (1) preparation, (2) action, (3) observation, and (4) evaluation. The results of the children were very enthusiastic using by BIG MAZE of educational games tool at home online.


2019 ◽  
Vol 3 (2) ◽  
pp. 47
Author(s):  
Umar Mansyur ◽  
Rahmat Rahmat

Being a professional teachers is required a number of requirements, such as having an adequate professional education qualification and actively developing themselves through classroom action research activities. Meanwhile, Classroom Action Research activities by most teachers are considered as something difficult and confusing, including for teachers at MTs Mizanul ‘Ulum Sanrobone Takalar District who are community service partners. For this reason, as a solution to these problems, Classroom Action Research Training is conducted. The method used in this activity is the training method. Participants who were targeted partners were 25 teachers. In its implementation, the training takes place in three stages, namely preparation, implementation, and evaluation. The results of this training activity were carried out well and smoothly. The training carried out also produced a Classroom Action Research Guidelines that could be used teachers as a guide in preparing Classroom Action Research. In addition, the training received a positive response from the teachers. This is evidenced from the results of the training evaluation questionnaire analysis which showed that as many as 64% of participants gave a very useful category response. Thus, this Classroom Action Research Training can improve the motivation, knowledge and skills of MTs Mizanul ‘Ulum Sanrobone teachers in Takalar District in conducting Classroom Action Research. Keywords: Classroom Action Research, TeacherABSTRAK Menjadi guru yang profesional dituntut dengan sejumlah persyaratan, seperti memiliki kualifikasi pendidikan profesi yang memadai dan aktif melakukan pengembangan diri melalui kegiatan penelitian tindakan kelas. Sementara, kegiatan Penelitian Tindakan Kelas oleh sebagian besar guru dianggap sebagai sesuatu yang sulit dan membingungkan, termasuk bagi guru-guru di MTs Mizanul ‘Ulum Sanrobone Kabupaten Takalar yang menjadi mitra pengabdian masyarakat ini. Untuk itu, sebagai solusi atas permasalahan tersebut, dilakukan Pelatihan Penelitian Tindakan Kelas. Metode yang digunakan dalam kegiatan ini adalah metode pelatihan. Peserta yang menjadi mitra sasar sebanyak 25 guru. Dalam pelaksanaannya, pelatihan berlangsung dalam tiga tahapan, yakni persiapan, pelaksanaan, dan evaluasi. Hasil kegiatan pelatihan ini terlaksana dengan baik dan lancar. Pelatihan yang dilaksanakan juga menghasilkan Pedoman Penelitian Tindakan Kelas yang dapat dijadikan para guru sebagai panduan dalam menyusun Penelitian Tindakan Kelas. Selain itu, pelaksanaan pelatihan mendapat respons positif dari para guru. Hal ini dibuktikan dari hasil analisis kuesioner evaluasi pelatihan yang menunjukkan sebanyak 64% peserta memberikan respons kategori yang sangat bermanfaat. Dengan demikian, Pelatihan Penelitian Tindakan Kelas ini dapat meningkatkan pengetahuan, motivasi dan keterampilan guru MTs Mizanul ‘Ulum Sanrobone Kabupaten Takalar dalam menyusun Penelitian Tindakan Kelas. Kata Kunci: Penelitian Tindakan Kelas, Guru


2018 ◽  
Vol 1 (2) ◽  
pp. 174
Author(s):  
Azrai Sirait

Abstrack - Right thinking education game is a software application that can be used as a learning media like other educational game applications. This educational game application can be installed using the Windows operating system. For computer users who like learning activities with educational games on a computer, it is strongly recommended to use this application even though this educational game application is still far from perfect with good software such as animation based educational games with macromedia flash and so on. The right thinking education game is unique compared to other educational games. This educational game has a special design in the system that can be updated on the contents of the practice questions. In this process it can be done by the users themselves without having to update via the internet or the payment process but it can be done very easily so the user is not bothered and the user can be more comfortable playing the right thinking game.   Keywords - Games, Education, Greedy, Analysis, Learning.


2021 ◽  
Vol 2 (2) ◽  
pp. 49-59
Author(s):  
Enny Dwi Oktaviyani ◽  
Ariesta Lestari ◽  
Licantik Licantik

Digital literacy is defined as the ability to understand and use information in various forms from various sources accessed through computer devices. Digital literacy will create a society with a critical-creative mindset and views. Provocative issues will not easily consume it, become victims of hoax information, or victims of digital-based fraud. Residents of Hurung Village, Banama Tingang District, Pulang Pisau Regency are partners in this community service activity who are active users of digital technology via mobile phones to access the internet and interact with other people. However, in digital technology, partners have not been able to distinguish true or false information and forward information obtained from social media or unclear sources. Likewise, in the search for information, still using sources or references that are not valid. So that the information obtained cannot be justified. In this service activity, the service team created digital media using a village profile website to support digital literacy for Hurung village. The activity was carried out in three stages, namely material presentation, mentoring, and training on the use of village profile websites. With this activity, it is hoped that it can be helpful to add insight, knowledge and build Hurung village to become a pioneer village of digital literacy


2018 ◽  
Vol 2 (2) ◽  
pp. 273
Author(s):  
Umar Mansyur ◽  
Ihramsari Akidah

Tujuan kegiatan pengabdian masyarakat ini adalah untuk meningkatkan kompetensi profesional guru MTs DDI Padanglampe, Kabupaten Pangkep, Provinsi Sulawesi Selatan, dalam bidang penulisan karya tulis ilmiah, khususnya artikel ilmiah untuk publikasi jurnal. Kegiatan dilaksanakan dengan menggunakan metode pelatihan. Pelatihan diberikan kepada 25 guru dan dilaksanakan dalam tiga tahapan, yakni tahap persiapan, pelaksanaan, dan evaluasi. Materi-materi pelatihan yang diberikan mencakup prinsip dasar penulisan karya ilmiah, karakteristik, langkah-langkah, sistematika karya tulis ilmiah, serta praktik penyusunan artikel ilmiah untuk publikasi jurnal. Pelatihan yang telah diberikan kepada guru MTs DDI Padanglampe menghasilkan artikel-artikel ilmiah yang layak untuk disubmit ke jurnal-jurnal. Selain itu, pelatihan ini mendapat respon yang sangat positif dari para guru, karena selama ini mereka masih kesulitan menyusun karya tulis ilmiah.The purpose of this community service activity is to improve the professional competence of teachers of MTs DDI Padanglampe, Pangkep Regency, South Sulawesi Province, in the field of writing scientific papers, especially scientific articles for journal publications. Activities are carried out using training methods. Training was given to 25 teachers and implemented in three stages, namely preparation, implementation, and evaluation. The training materials provided cover the essence of writing scientific papers, characteristics, steps, systematic scientific papers, and the practice of writing scientific articles for journal publications. The training that has been given to Padanglampe MTs DDI teachers produces scientific articles that are ready to be submitted to journals. In addition, this training received a very positive response from the participants, because so far they still have difficulty in preparing scientific papers.


2021 ◽  
Vol 2 (1) ◽  
pp. 128-136
Author(s):  
Muhlis Fajar Wicaksana ◽  
◽  
Suparmin Suparmin ◽  
Titik Sudiatmi ◽  
Sri Muryati ◽  
...  

Teachers are currently required to produce scientific works, especially writing scientific articles. The purpose of this community service is to improve teacher professionalism literacy in writing scientific articles. The method applied in community service activities is descriptive qualitative through training and mentoring activities intended for teachers of the Indonesian Language Senior High School Subject Teacher Consultation (MGMP) in Sukoharjo. The implementation method in community service is carried out through the following stages: 1) preparation (observations and action plans); 2) implementation; 3) evaluation and feedback; 4) assistance in compiling scientific articles. The results of this training include a positive response from the trainees and an increase in the skills of teachers in literacy in writing scientific articles. The final results showed that of the 30 participants who participated in the mentoring, there were ten manuscripts of scientific articles for Indonesian language teachers in Sukoharjo adapted to the scientific journal templates to be addressed. The journals targeted include Klitika Journal; Scientific Journal of Indonesian Language and Literature Education, Univet Bantara; Literature Journal; Journal of Language Education and Teaching Sebelas Maret University; TABASA Journal; Indonesian Language Tadris Scientific Journal IAIN Surakarta; and the Linguistic Journal; PGRI Madiun University. If a percentage of 33% of participants succeeded in submitting in achieving the goal of publishing in the desired scientific journal, as many as 45% succeeded in converting the PTK report into articles, the remaining 22% were still struggling with revisions of converting reports into articles. It can be concluded that, in total, 78% of the total number has shown maximum progress in the mentoring process.


Author(s):  
Miroslav Minovic ◽  
Miloš Milovanovic ◽  
Dušan Starcevic

A new generation of students is accustomed to daily use of mobile devices, and educating them in the proper way is a complicated task. Video games are an ideal tool for communicating with students, and finding the right combination of using mobile devices with educational games is important for educating them. This paper describes a novel approach to educational game defining and interpretation. Application of a model-driven approach to educational game interpretation enables the use of the same game on different devices and platforms. The authors enable the interpretation of an educational game on any mobile device. These games take learning outside the classroom and provide a fun and interesting way of learning anytime, anywhere. The authors use an adventure game as an example using this methodology.


2021 ◽  
Vol 66 (1) ◽  
pp. 24-27
Author(s):  
M.М. Izat ◽  
◽  
S.K. Oshakpaeva ◽  
K.N. Zhapbasbayev ◽  
◽  
...  

The article considers the use of educational games in the right direction, taking into account the peculiarities of the psychological development of preschoolers. On the basis of the research works conducted by psychologists and teachers, the importance of the game in the child's life was shown. In the educational game, such qualities as independence, initiative, organization are formed, creative abilities are developed, and the ability to work in a team. All this is necessary for a future first-grader.


2019 ◽  
Vol 3 (1) ◽  
pp. 17
Author(s):  
Titus Kristanto ◽  
Rachman Arief

Education is a process to mature someone from various sectors. Education can be taken from various processes both formal, informal and non-formal education. At the age of children 0-6 years, is the right period of the child's brain is growing rapidly. So that it can absorb quickly both heard and seen. Based on data from the Education Authorities, the results of the National Examination  for elementary school have decreased compared to previous years. The decline in the value of the National Examination is caused by students being less interested in learning. In order for students to be interested in learning, innovation is needed in the form of educational games as learning media. The educational game is intended for grade VI elementary school students to face the National Examination. The result of making educational games is that students are more comfortable playing games while learning, so they can add insight and knowledge, and strengthen student's memory.ABSTRAK Pendidikan merupakan proses untuk mendewasakan seseorang dari berbagai sektor. Pendidikan dapat ditempuh dari berbagai proses baik pendidikan formal, informal, maupun non-formal. Pada usia anak 0-6 tahun, merupakan periode yang tepat otak anak sedang berkembang dengan pesat. Sehingga dapat menyerap secara cepat baik yang didengar maupun yang dilihat. Berdasarkan data dari Dinas Pendidikan, hasil nilai Ujian Nasional untuk jenjang SD mengalami penurunan dibandingkan dengan tahun-tahun sebelumnya. Penurunan nilai Ujian Nasional disebabkan siswa kurang tertarik untuk belajar. Supaya siswa tertarik untuk belajar, diperlukan inovasi berupa game edukasi sebagai media pembelajaran. Game edukasi tersebut ditujukan bagi para siswa kelas VI SD untuk menghadapi Ujian Nasional. Hasil dari pembuatan game edukasi adalah para siswa agar lebih nyaman bermain game sambil belajar, sehingga dapat menambah wawasan dan pengetahuan, serta memperkuat daya ingat siswa.Kata kunci : game edukasi; pendidikan; ujian nasional; siswa SD


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