scholarly journals APLIKASI EDUKASI MENGENAL MAKANAN KHAS KARAWANG UNTUK RAUDHATUL ATHFAL

2020 ◽  
Vol 5 (1) ◽  
pp. 67-75
Author(s):  
Wahyu Arya Pambudi ◽  
Didi Juardi ◽  
Nono Heryana

In the learning process of introducing Karawang special foods, teachers at RA Babussalam Al-Islami use more teacher-centered learning techniques where the teaching methods make children as if they are only listeners in learning, so learning is less attractive and makes children bored. The purpose of this study is to make an educational application that can help children to recognize the special food of Karawang by using the MDLC (Multimedia Development Life Cycle) method which consists of 6 stages of Conceptualization, Design, Material Collection, Assembly, Testing and Distribution. The application is made with an Android-based multimedia format in which presents text, images, audio, and animation that is packaged in the form of an Android-based game so that it can attract children's learning interest in knowing the typical food of Karawang. Testing on this application uses Alpha and Beta testing with the results of all the indicators declared good. The results of the Beta test resulted in scores above 80 on each question, which indicated that the application made was very suitable as a medium for children's learning in recognizing traditional food in Karawang.

2020 ◽  
Vol 8 (4) ◽  
pp. 538
Author(s):  
Yova Andre ◽  
Vevi Sunarti

This research is motivated by a phenomenon that occurs in Nagari Koto Taratak, Sutera District, Pesisir Selatan, namely the low interest in learning from the community. This is evidenced by the large number of students who have dropped out of school, both formal and non-formal education. The cause of the low interest in learning in the community is thought to be due to parents who do not pay enough attention, then it has a negative impact on the development of their education. Therefore, the purpose of this study is to describe the attention of parents, describe the interest in community learning and the significant relationship between parents' attention and community learning interest in Kenagarian Koto Taratak, Sutera District, Pesisir Selatan. This type of research is correlational quantitative. The population in this study were people who dropped out of school in Kenagarian Koto Taratak, Sutera District, Pesisir Selatan. The sampling technique in this study was cluster random sampling. The data collection technique is a questionnaire. The data collection tool is a list of statements. The data analysis technique used the percentage formula and rho spearman. The results of this study are low parental attention, low community interest in learning and there is a significant relationship between parental attention and community learning interest in Kenagarian Koto Taratak, Sutera District, Pesisir Selatan Regency. Suggestions in this study are expected that parents pay more attention to children's learning activities because high attention is needed by children in the learning process so that children's learning interests will grow well, it is hoped that parents can create good relationships with children to communicate children's learning activities at school. So that parents can continue to provide motivational encouragement, meet student learning needs, and find out about children's learning progress.Keywords: parental attention, interest in learning


2021 ◽  
Vol 18 (1) ◽  
pp. 55
Author(s):  
Ida Ayu Agung Yogi Pradnyani ◽  
Nyoman Sugihartini ◽  
I Made Ardwi Pradnyana

Permasalahan yang dialami dalam proses pembelajaran di kelas ketidaktersediaan sarana pembelajaran seperti buku ditambah dengan keterbatasan siswa tunarungu dalam memahami pembelajaran yang bersifat abstrak. Oleh karena itu, perlu adanya pengembangan media pembelajaran yang dapat menunjang pembelajaran yaitu dengan media pembelajaran interaktif pada mata pelajaran bahasa indonesia. Dalam proses pengembangan media pembelajaran mengadaptasi penggunaan model Multimedia Development Life Cycle, yang terdiri dari 6 tahapan yaitu concept, design, material collecting, assembly, testing dan distribution.  Implementasi dari media pembelajaran interaktif mata pelajaran bahasa indonesia ini dengan melakukan dua pengujian yaitu alpha testing dan beta testing. Alpha testing dilakukan untuk mengetahui kevalidan media pembelajaran serta kesesuaian isi media pembelajaran sehingga dapat diterapkan, pengujian ini dilakukan oleh ahli isi mata pelajaran dan ahli media. Untuk beta testing dilakukan oleh siswa kelas 1B,3B, dan 5B SLB Negeri 1 Buleleng untuk melakukan uji coba perorangan, kelompok kecil dan uji lapangan.  Rata – rata respon siswa terhadap pengembangan media pembelajaran interaktif ini sebesar 92 % dan untuk rata – rata respon guru sebesar 91,11 %. Hal ini membuktikan bahwa media pembelajaran dapat digunakan sebagai panduan belajar siswa sehingga dapat meningkatkan fokus belajar pada siswa dan dapat membantu proses pembelajaran di kelas. Jika dikonversikan ke dalam tabel respon siswa dan guru termasuk dalam kategori Sangat Baik.


MINDA BAHARU ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Rahmi Rahmi ◽  
Desma Yulia

This community service aims to increase children’s self-confidence and to build their interest on learning and is one of the self-development activities for children by providing meaningful and varied learning experiences. Based on the survey which did at RW 10 Kelurahan Pelunggut, it was found that children faced some difficulties in completing their homework related to science. In addition, teachers explanation were dominated by conventional method. This is because learning that has been carried out so far in schools, especially elementary school. For elementary school students, the teachers rarely used innovative methods and the learning media used was not maximal yet, so there was a lack of interest on children's learning in understanding scientific concepts and theories. One of the methods used by teachers to increase children's learning interest was by giving a variety of media using charta. The use of this charta media can be done in groups through implementation in the form of an opening procedure, giving material with charta media and evaluation. The results showed that: (1) children were very enthusiastic, when they were told to answer given questions and respond well. (2) The implementation of the service program for children was very beneficial for them, so that the charta media could be applied as learning additional at home to instill children's learning interest in learning science.


2018 ◽  
Vol 8 (2) ◽  
pp. 27
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


Author(s):  
Ayu Latifah ◽  
Ridwan Setiawan ◽  
Arfan Muharam

In Islamic religious education, especially in the procedures for purification where ablution and tayammum are very important because these are mandatory requirements in carrying out prayers. Often the procedures for ablution and tayammum are not understood properly and correctly because the process of delivering the material is still using conventional methods with media in the form of books that are less interesting and interactive. The purpose of making an application for purification procedures using Augmented Reality as a visual learning medium that can be understood by users, namely early childhood and emphasizes the importance of ablution and tayammum in Islam. The Multimedia Development Life Cycle method is used in making this application with six stages carried out starting from concept generation, design, material collection, manufacture, alpha and beta testing and the last stage in the form of distribution of applications that have been built. The results of this study can be used as an alternative learning media with interactive features using augmented reality which discusses how to perform ablution and tayammum properly and correctly in worship according to Islamic law.


2019 ◽  
Vol 2 (02) ◽  
pp. 99-108
Author(s):  
Arta Uly Siahaan ◽  
Lailatul Fitri ◽  
Fandy Neta

The developmet of technology are increasingly advanced changing aspects of education for the students’ teaching and learning process. Based on the 2013 curriculum in mathematics learning for SDIT Fajar Ilahi 2 class IV there are fraction materials. The subject matter of mathematics learning in school is still less interesting with learning method such as lectures. This interactive multimedia fraction material is used as an alternative learning media equipped with fractions in the form of text, images, and animations. The interactive multimedia is made using the MDLC (Multimedia Development Life Cycle) method with 6 stages. Namely concept, design, material collecting, assembly, testing, and distribution. The interactive multimedia testing consists of validating media experts and material experts, testing normality, and testing paired sampel t-tests. The results of the interactive multimedia material fractions with the assessment of media experts get 89,7% percentage in the category of very decent. The assessment from material experts get a percentage of 94,81% in the very feasible category. While the paired sample t-test found a significance value of 0,000 < 0,05, the use of interactive multimedia fraction material is very useful in grade IV elementary school. It is clear that this product can achieve the objcetives of this research.    


Author(s):  
Christina Martha Wajabula ◽  
I Nyoman Sudana Degeng ◽  
Dedi Kuswandi

This article aims to determine the contribution of the play method in improving learning activities and learning outcomes for Sunday School children at the Indria level. Based on the results of field observations, it is known that the activities and learning outcomes of children are not considered good criteria. This is because during the learning process at Sunday Schools, especially at the Indria Level, Sunday School Teachers still apply conventional teaching methods, so that children become bored and pay less attention to what is being taught. This study used a classroom action research method involving 20 children as the research sample. There are two cycles used with four stages starting from planning the action, implementing the action, observing the action and reflecting. The results showed that by applying the play method, children's learning activities increased and children's learning outcomes were also good. ABSTRAKArtikel ini bertujuan untuk mengetahui adanya kontribusi dari metode bermain dalam meningkatkan aktivitas belajar dan hasil belajar anak Sekolah Minggu jenjang Indria. Berdasarkan hasil observasi di lapangan, diketahui bahwa aktivitas dan hasil belajar anak belum termasuk kriteria yang baik. Hal ini disebabkan pada saat proses pembelajaran di Sekolah Minggu khususnya di Jenjang Indria, Guru Sekolah Minggu masih menerapkan cara mengajar yang konvensional, sehingga anak menjadi bosan dan kurang memperhatikan apa yang diajarkan. Penelitian ini menggunakan metode penelitian Tindakan kelas yang melibatkan 20 anak sebagai sampel penelitian. Ada dua siklus yang digunakan dengan empat tahapan yang dimulai dari perencanaan tindakan, pelaksanaan tindakan, observasi tindakan dan refleksi. Hasil penelitian menunjukkan bahwa dengan menerapkan metode bermain, aktivitas belajar anak meningkat dan juga hasil belajar anak menjadi baik.


2018 ◽  
Vol 2 (2) ◽  
pp. 83-88
Author(s):  
Ardiya Ardiya ◽  
Pahmi Pahmi ◽  
Wandi Syahfutra ◽  
Prih Febtiningsih ◽  
Siti Niah ◽  
...  

Community service carried out at the Fajar Harapan Orphanage in Pekanbaru City aims to provide counseling in increasing learning interest in the orphanage of the Fajar Harapan orphanage. The main problems faced are the low learning interest of children in orphanages, low interest in learning and a less conducive learning environment. The low interest in learning of children at the Fajar Harapan Orphanage has resulted in their performance decreasing in school and this is of course a problem for children and caregivers in this orphanage. To achieve the objectives of this community service activity, the lecture and discussion methods were used. In addition, an appropriate strategy is needed to foster children's learning interest in this orphanage, namely strategies to improve performance in schools, strategies to foster children's interest in learning and strategies to build a conducive learning environment. PPM activities that have been carried out take place smoothly in accordance with the expected plan. The participants of the activity responded positively and thanked the executor for providing useful knowledge to the participants, namely the strategy to foster interest in learning in order to improve learning achievement. Therefore they hope that this activity will not stop, but this activity will continue in the future.


2016 ◽  
Vol 4 (2) ◽  
pp. 425
Author(s):  
An'im Almiktad ◽  
R. Rizal Isnanto ◽  
Ike Pertiwi Windasari

There is still a lack of the use of technology in the learning process, so that the teachers are active only explain but the child passively because just listen and pay attention to the material presented. Conventional teaching methods result in children less excited and more easily bored in learning. Theacer supposed to be able to utilize the technology to be applied in the learning process so as to enhance the child's enthusiasm for learning and teaching children to play an active role in learning. Based on these problems built an application Multimedia Interactive Learning based windows phone to be able to support the learning processin children. The Learning Multimedia Applications built using software construct 2, and Adobe Photoshop cs5. The method used is a multimedia development Multimedia Development Life Cycle (MDLC). For application testing method using the Black Box Testand Likert Scale questionnaireform.


2018 ◽  
Vol 8 (2) ◽  
pp. 141
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


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