scholarly journals PEMBELAJARAN MATEMATIKA DENGAN OPERATOR DASAR UNTUK ANAK SEKOLAH DASAR BERBASIS MOBILE

2016 ◽  
Vol 1 (1) ◽  
pp. 46-50
Author(s):  
Dwija Wisnu Brata ◽  
Budi Santoso

The concept of teaching mathematic is most important for educators by understanding and application of mathematics content that cater to students, especially primary school students. extending the interesting material, as well as providing assistance to the student to take assessment can assist in attraction, concentration and success in understanding mathematics. It is always related because not all students in a class is able to understand the material quickly, then the required factors that have an interest for children. The interesting will become the factors that support students in learning, if these factors can also be conceptualized as children's activities are carried out every day, it means that if the school use the curriculum, and the home environment playground are always supervised by the parent. so the Interesting in mathematics lessons can be realized also in the integration of emerging technologies, especially mobile phones. The majority the students today have the tool, it will be more efficient to develope of mathematical material is also contained in the mobile. The development can be implemented in mathematic education game. Games designed by researcher wishes to develop mobile based learning materials, especially in mathematic. the Experiments have performed in the implementation of mathematic games with basic operators to produce the final value of the overall respondents who rate amounted to 84.4%. it means that the level of engagement users, especially students very well in playing to respond the educational game designed.  

2016 ◽  
Vol 2 (2) ◽  
pp. 113-122
Author(s):  
Abdul Rahmat ◽  
Mardia Bin Smith ◽  
Maryam Rahim

Healthy life behavior amongst primary school students need to be reviewed concerning that healthy behavior at primary school age as a basic foundation for the healthy growth and development. Growth and healthy development would be enabling conditions for a variety of children's activities, including learning. This research aimed to grasp an overview of the correlation between health behavior and academic achievement of students. This research design was correlational with a sample size of 30 students. Based on the analysis of data, there is a significant correlation between health behavior and academic achievement of students. In this case the better the health behavior of students, the better the academic achievement.


2020 ◽  
Vol 66 (1) ◽  
pp. 43-53
Author(s):  
Tena Velki ◽  
Marlies Ivanković

The aim of this study was to examine parents' perceptions of the online benefits and dangers that their children encounter. Ninety-six parents participated in the study (82.3% mothers and 17.7% fathers). Participants, parents of children attending primary school, filled out a questionnaire consisting of sociodemographic questions and a scale of attitudes about the benefits and dangers of electronic media (computers, the Internet and mobile phones). The results of the research showed that the frequency of the Internet use is related to the parents’ perception of the benefits and dangers of the Internet. It was found that the more often parents use the internet, the less danger they perceive, and more benefits, and vice versa, the less often they use the Internet, they perceive more dangers and fewer benefits. At the same time, the results showed that the level of parental education is not significantly related to their perception of the benefits or dangers that their children encounter on the Internet. By increasing awareness of this issue and examining the actual state, teachers can specifically educate children and also parents about the safe use of the Internet.


2021 ◽  
Vol 16 (1) ◽  
pp. 31-37
Author(s):  
Meuthya Aulia Dodhy Putri ◽  
Bagoes Widjanarko ◽  
Martini Martini

Background: In 2016, the number of Dengue Hemorrhagic Fever (DHF) patients in Southeast Sulawesi has reported as much as 3,433 cases with IR 132.50 per 100,000 populations. The highest case incidence in Kendari reached 1,093 cases (IR = 372.80 per 100,000 population) with the highest cases in the age group 5-14 years reaching 44.9%. This study aims to examine the effect of snake-ladders modification game, as an educative game, for improving DHF prevention in terms of attitudes and behavior of scout students in elementary school.Method: The study is a quasi-experimental study with pretest-posttest group design by using purposive sampling. The subject is 50 students of Primary School Scouts in the working area of Puskesmas Poasia, Kendari City. Data was collected using a questionnaire and analyzed by Wilcoxon and Mann-Whitney tests.Results: There is an increase of knowledge (p < 0,001), attitudes (p < 0,001), and practices (p < 0,001) of primary school students in the prevention of DHF by providing educational game through snake-ladders modification. It recommends that educational game needs to be developed for health education in elementary students.  


Author(s):  
Maria Ivasyuk

In the article the problem of peculiarities of formation of communicative competence of first grade students with the help of educational games is analyzed. The initial level of formation of communication skills and abilities of schoolchildren is experimentally researched. The difference between the concepts of «communicative competence» and «language competence» is determined. The peculiarities are analyzed and the main ways of using games in the educationalprocess for developing primary school students’ communicative competence are determined.The influence of educational games on the level of formation of communicative competence is characterized. It is noted that communicative competence affects not only mastering the required amount of language and speech knowledge, but also the process of forming primary school students’ skills of practical use of language in speech and reflects their skills of communicating with others and ability to choose communication strategies and apply a set of relevant skills. The process of formation of communicative competence of 1st grade students involves mastering the skills and abilities of using means of verbal and nonverbal speech; development of dialogic and monologue speech; mastering the culture of oral and written speech and development of skills to navigate in a variety of communicative situations.It has been proved that educational games, because of repeated perception and reproduction of the material, provide strong memorization of lexical units and grammatical structures and influence motivated transfer and use in new gamequalities necessary for establishing contacts with peers.The pedagogical requirements for the use of didactic games during morning meetings and lessons in primary school are determined. In particular, it has been researched that games must correspond to age, individual characteristics and special educational and, in particular, language abilities; the form and content of the game must be substantiated pedagogically and didactically; it is obligatory to involve as many children as possible in the game and to use games in order to develop all kinds of speech activities.The article describes the author’s own pedagogical experience and provides guidelines for the use of educational games in the primary school educational process.


2021 ◽  
Vol 13 (14) ◽  
pp. 7919
Author(s):  
Juan Chen ◽  
Shuxia Yang ◽  
Bing Mei

Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.


2021 ◽  
Vol 1 (2) ◽  
pp. 54
Author(s):  
Rico Yupita ◽  
Ridwan Sanjaya ◽  
Bernadinus Harnadi

The purpose of this research is to find out the ways to make Catholic Subject learning more enjoyable, convenient, and helpful by designing "A New Me" game that were in accordance with primary student’s necessity. This educational game was designed to teach students about the Fruit and Gifts of the Holy Spirit. The game has been examined to 50 Primary School students in age range of 10–12 years old. The subject matter used is the Fruit and Gifts of the Holy Spirit. The results of this research showned that the desire to play “A New Me” game is greatly influenced by the experience of playing digital games before, effort expectancy, enjoyment, and usability in  playing the game.


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