scholarly journals The Pelatihan Media BIG MAZE Bagi Guru-Guru Aisyah Pendukung Selama Daring

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. 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.  


2020 ◽  
Vol 7 (3) ◽  
pp. 145
Author(s):  
Erlis Nurhayati

The study aims to determine the increased activity of learning in online learning through the media of educational Quiziz. This research is a class action study with subjects of grade VII students ' study. 6 SMP N 1 Gangga as much as 23 people. The study implemented 2 cycles, each cycle 2 times the meeting. Each meeting is based on 4 stages, namely planning, implementation, observation and reflection. The implementation of the research stages is slightly different from learning in the classroom because they are conducted separately or students are at home. Based on the results of the study, at a cycle I gained an average student who was active 52.25% with sufficient catagories. While in cycle II obtained average students active 73.9% with high catagori. So from cycle I and cycle II occurred an increase in the activity of 17.65% students. Thus, research can be concluded that educational game media Quiziz can increase the activity of students in online learning during the prevention of the spread of Covid-19 IPS subjects


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.


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.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Suprayitno Sutoyo

Games Educational Tool are all things that can be used as a medium to play that have educational value, one of the benefits is that it helps the growth of all aspects of physical and cognitive abilities. This study will explain how the media has a very important role in stimulating the growth of a child's brain. Using descriptive qualitative method to determine the cognitive educational element in the game. The results of this study to prove that media educational games have a major role in the cognitive abilities of children floating.


2020 ◽  
Vol 11 (2) ◽  
pp. 227-246
Author(s):  
Sulasri Suddin ◽  
Yohanis Ndapa Deda

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.


2020 ◽  
Vol 7 (2) ◽  
pp. 135
Author(s):  
Amira Mar’atu Nabila ◽  
Aidil Primasetya Armin ◽  
Elvianto Dwi Hartono

Abstrak: Bahasa jawa meruapakan bahasa yang berasal dari daerah yang terdapat di negara Indonesia. Salah satu unsur bahasa adalah kata. Ketika mempelajari bahasa indonesia salah satu yang di pelajari adalah kata benda. Dalam bahasa jawa terdapat pula kata benda yaitu tembung aran. Permainan yang bersifat mendidik merupakan bagian dari genre dalam permainan. Genre ini merupakan salah satu media yang bersifat mendidik. Upaya pengembangan game adalah desain game. Desain ini membantu dalam merancang isi permainan. Pada penelitian ini dirancang game edukasi dengan model tebak gambar dan mencocokanya dengan kata benda bahasa daerah jawa yaitu tembung aran. Benda yang akan dicocokan adalah benda yang pada umumnya di temukan di dalam dan sekitar rumah. Untuk mengetahui kelayakan game ini digunakan metode pengujian System Usability Scale (SUS). Hasil yang didapatkan termasuk dalam kategori Acceptability pada skor acceptable dengan nilai 84, adjective rating nya mendapat nilai Excellent, dan Grade Scale termasuk dalam kategori B.   Kata kunci: game edukasi, kata benda, tembung aran.   Abstract: The javanese language is a language that comes from the regions in Indonesia. One of the elements of language is the word. When learning Indonesian, one that is learned is a noun. In Javanese, there is also a noun, namely Tembung aran. Educational games are part of the game genre. This genre is one of the media that is educational. Game development endeavors are game design. This design helps in designing the game content. In this study, an educational game was designed with a guess the image model and matching it with a Javanese noun, namely Tembung aran. The objects to be matched are objects that are generally found in and around the house. To determine the feasibility of this game, the System Usability Scale (SUS) testing method is used. The results obtained were included in the Acceptability category in an acceptable score with a value of 84, the adjective rating received an Excellent value, and the Grade Scale was included in category B.   Keywords: educational games, nouns, tembung aran.


2019 ◽  
Vol 3 (1) ◽  
pp. 34-37
Author(s):  
Agus Budiyono ◽  
Linda Tri Antika ◽  
Arin Wildani ◽  
Saiful Hadi

Alat permainan edukatif (APE) merupakan permainan yang mampu memberikan pengetahuan dan kemampuan anak. APE yang digunakan adalah alat untuk bermain anak. APE sejatinya dibuat oleh guru sebelum memberikan pelajaran. Integrasi sains dalam permainan edukatif sangat menunjang guna membekali siswa PAUD dalam memiliki literasi sains sejak dini. Pengabdian kepada masyarakat (PkM) ini bertujuan untuk menambah pengetahuan tentang APE dan sains Dasar, meningkatkan kreatifitas dan keterampilan guru dalam membuat APE berbasis sains serta mampu menerapkan dalam pembelajaran di kelas. Metode yang digunakan dalam PkM ini adalah Participatory Action Research (PAR) berupa: 1) metode ceramah untuk memberikan gambaran materi APE berbasis sains yang telah disiapkan tim PkM; 2) metode latihan berupa pemilihan alat dan bahan serta merangkai menjadi APE; dan 3) metode mentoring ketika guru pada saat menerapkan APE berbasis sains dalam pembelajaran di sekolah. Hasil dari PkM ini, guru PAUD mampu membuat APE berbais sains serta mampu mengimplementasikan dalam permainan dan pembelajaran.   AbstractEducational Game Tools are some games those are able to provide knowledge and abilities for children. The children playing tools were used. Educational game tools are actually made by teacher before giving lessons. Integration of science in educational games strongly support to equip early childhood in having scientific literacy in early age. The objectives of this Community Service were to increase knowledge about Educational Game Tools and basic science, improve creativity and skills of teachers in making science-based Educational Game Tools, and apply it in learning. The method used Participatory Action Research (PAR): 1) lecture method to give an overview of science-based Educational Game Tools that had been prepared by the Community Service team; 2) training method, selecting tools, materials, and arranging them into Educational Game Tools; and 3) mentoring method when teachers used science-based Educational Game Tools in learning at school. The result of this Community Service, early childhood teachers can create science-based Educational Game Tools and competent to implement in games and learning. 


2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Ni Made Sulastri ◽  
Dewi Rayani

The purpose of this community service activity is to increase the creativity of making educational game tools for parents of students' parents. This is based on several observations and found indications that most parents do not use their time well when activities wait for children to go home from school, parents only spend time without meaningful activities they usually spend just by chatting with other parents, sometimes teachers also accompany their children to learn in the classroom where these activities greatly interfere with the ongoing teaching and learning process. As a result of the routine and busyness of the parents, it is necessary to have activities that can be useful for parents and also for children's growth and development. Because in supporting the growth and development of children, educational tools are also needed that can be made by the teacher or parents themselves, so it is necessary to provide a creative training to develop educational games for parents. The method used in community service activities is in the form of counseling / education. Involved parents as much as 20. Community service activities include the provision of material on how to develop creativity to make educational games


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