scholarly journals Penggunaan Platform Game Education dalam Pendidikan Keperawatan: Kajian Literatur

2019 ◽  
Vol 1 (1) ◽  
pp. 8-13
Author(s):  
Boby Nurmagandi

Development of information and communication technology that increases complexity in the education system where the learning process develops to be electronic-based, the use of electronic-based learning systems in nursing education provides an interesting development for students. one of them is the use of educational game platforms. The use of educational game platforms can provide convenience in learning the learning system. The method of reading this article is the Study of Literature Review through searching articles on 2 data-based, namely: Science Direct and Scopus. The inclusion criteria for this literature study are full text free, waiting for English, and published 2013-2018. The keywords used in the search article are Games, Educational Games, Platform Educational Games, Nursing Educational Games. search results found 294 articles starting with reading the title and abstract sections to find 10 articles that are relevant for use for literature review. The results of the conclusions study concluded that the use of educational game platforms in the learning process can increase learning interest, student satisfaction levels, increase self-efficacy, the level of punishment and the ability to make decisions. The use of educational games can also increase student learning prose, create active learning arrangements, easy to understand learning material, and improve students' clinical teaching skills. Educational games related to educational game platforms, collaboration between education and related parties Industrial games to educate game platforms according to the needs in the learning process.

Author(s):  
Ivan Jaya ◽  
Mahyuddin K. M. Nasution

The COVID-19 pandemic that has recently hit various countries including Indonesia has resulted in major changes in various fields, including in the development of the education sector. The teaching and learning process has turned from face-to-face into an online method. However, there are several obstacles experienced by schools that implement an online learning system, one of them was the ability of teachers who do not understand various learning application platforms. In addition, the material provided by the teacher is not maximally acceptable to students because most teachers provide learning material from the pages of textbooks or teacher writings (scans, photos, or presentation files). For this reason, it is necessary to have variations in the provision of teaching materials to students by making interesting and creative learning videos using the Movavi Education Set. With learning videos, students can do lessons at home, repeat it, and can ask the teacher some points from it if they don't understand. By using Movavi Education Set, teachers are also free to be creative in making learning videos that can be shared through commonly used communication applications such as e-mail, WhatsApp, line, google classroom and other applications.


2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Suryanto Suryanto ◽  
Sunda Ariana ◽  
Syahril Rizal

Currently the development of information technology has an important influence in the development of learning systems, one of which is technology in the multimedia field. Multimedia technology is an indispensable tool for the learning process. The use of text, images, audio, video, and animation in learning helps students to quickly understand learning material. Multimedia also provides opportunities for educators to develop learning methods so that they get maximum results. AMIK AKMI Baturaja is a computer college that has not fully utilized information technology in its learning, especially in the field of Multimedia. For this reason, researchers conducted this research for the development of learning at the Campus AMIK AKMI Baturaja. This study aims to produce a multimedia-based learning media at AMIK AKMI Baturaja which can be a driving force for student learning achievement. In this study using a research method of literature study, observation, questionnaires, and interviews. The media development method uses MDLC (Multimedia Development Life Cycle) which consists of six stages, namely concept (needs analysis), design (design), material collecting, assembly, testing, and distribution. . The result of this research is a multimedia-based learning system presented in the form of e-learning. This media is expected to have a positive influence in increasing student achievement and learning independence.


Author(s):  
Almed Hamzah ◽  
Kurniawan Dwi Irianto

The use of technology has been widely used for many people in every aspect of life and become part of daily activities in recent years. One of technology application is in the learning and education process. Adaptive Navigation Support (ANS) is a method and part of a hypermedia study that can boost the performance of students by using the benefit of technology. With ANS, students are able to make the learning process more interesting as the learning material relatively corresponds to their knowledge and preferences. Furthermore, ANS can guide students in finding their paths and ways in hyperspace based on student requirements, goals, and characteristics. Therefore, ANS has caught many researchers attention in their studies to improve student skills and performance in the learning process. Many papers, discussed in ANS, have been published over the last decade, however, no one has studied the ANS in a comprehensive way. This paper is a literature review in ANS and its application as well as its implication in the learning process. There are fourty-nine papers as its source of analysis. Our findings show that the applications of ANS can be classified into four dimensions, such as platform, use case, impact, and process. These classifications are based on the study of ANS applications and implications over the last decade.


2020 ◽  
Vol 3 (2) ◽  
pp. 14-22
Author(s):  
L.Virginayoga Hignasari

This study aimed to determine the business opportunities for making educational game tools during the Covid-19 pandemic. This research was a qualitative research using literature study method. The data obtained were then analyzed descriptively. The development of children's abilities during this pandemic cannot be underestimated. Parents and teachers must work together to create an effective learning for children. In designing an interesting and effective learning, one must use learning media that can attract children's interest. Therefore educational play tools were a solution to the problems faced by most parents during this pandemic. Educational play tools become a medium for creating meaningful learning activities for children. Seeing the importance of this educational game tool, the public's demand for this media was increasing. This was one of the factors that made selling educational game tools a promising business opportunity. Several manufacturers that produce educational games have experienced an increase in the number of orders and this has resulted in an increase in sales turnover. Business opportunities in the sale of educational game tools based on market analysis will continue to increase. This was because parents' awareness of child development was increasing. Based on this, to start a business in this field a number of things that must be done are starting to become a reseller, expanding the sales network, increasing cooperation with foundations engaged in child education and looking for craftsmen partners to start producing their own.


2020 ◽  
Vol 2 (1) ◽  
pp. 35
Author(s):  
Muhammad Ghalib Fasa

Pendidikan mempunyai peranan yang sangat menentukan bagi perkembangan dan perwujudtan diri individu, terutama bagi pembangunan bangsa dan negara. Kemajuan suatu peradaban bergantung kepada cara kebudayaan tersebut mengenali, menghargai dan memanfaatkan sumber daya manusia dan hal ini berkaitan erat dengan kualitas pendidikan yang diberikan kepada anggota masyarakatnya yaitu peserta didik.Penelitian ini membahas tentang proses pembelajaran ensambel perkusi dengan instrumen nonkonvensional di SD Alam Harapan Kita Klaten. Metode yang digunakan dalam penelitian ini adalah metode penelitian analisis kualitatif dengan menyertakan teknik-teknik penelitian antara lain: Studi pustaka, observasi, wawancara, dan dokumentasi. Penelitian dilakukan dengan cara memperhatikan proses pembelajaran dalam beberapa kali pertemuan. Peneliti mengamati proses siswa dalam menerima materi dan cara guru mengajarkannya materi pembelajaran, cara pengajar dalam memberikan materi, dan sikap siswa/i pada saat proses pembelajaran. Manfaat dari penelitian ini adalah sebagai salah satu upaya dalam pengembangan ilmu pengetahuan di bidang Pendidikan Musik terutama pada pembelajaran anak agar berfikir kreatif dan inovatif. Hasil penelitian menunjukkan bahwa rata-rata siswa/i  ensambel perkusi dengan instrumen nonkonvensional di SD Alam Harapan Kita Klaten lebih menyukai materi yang disampaikan dengan permainan dan keceriaan. Selain itu, dapat disimpulkan bahwa materi ensambel yang berhubungan dengan teknik sering kali membosankan bagi siswa/i jika tidak dikemas menjadi lebih menarik,asik dan  dengan materi lagu. Education has a decisive role for the development and realization of individual self, especially for the development of the nation and state. The progress of a civilization depends on the way the culture recognizes, respects and utilizes human resources and matters that are closely related to the quality of education provided by society, namely students. This study discusses how the percussion ensemble learning process uses non-conventional instruments in SD Harapan Kita Klaten Elementary School.  The method used in this study is a qualitative analysis research method by including research techniques including : Literature study, observation, interview and documentation. This research was conducted using observing the learning process in several meetings. The researcher observes the process of students in receiving learning material and the way the teacher teaches it and student attitudes in the learning process. The benefits of this research are as an effort in the development of education in the fields of music and creativity. The results of this study indicate that the average student likes the delivery of material accompanied by games and competitions.in addition, ensemble materials related to technique often bore students if they are not packaged with interesting, funny and familiar songs


2017 ◽  
Vol 15 (4) ◽  
pp. 21-38 ◽  
Author(s):  
Fathi Essalmi ◽  
Ahmed Tlili ◽  
Leila Jemni Ben Ayed ◽  
Mohamed Jemni

Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this paper presents a new approach for Modeling the learner's Personality, introvert/extrovert, using Educational Games (MoPEG). The proposed approach includes three phases, namely design of the educational game, collection of traces and personality prediction. To evaluate the efficiency of MoPEG, an experiment was conducted with thirty learners where their personality modeling results using MoPEG are compared to the Big Five Inventory (BFI) questionnaire. The obtained results showed that the accuracy level of MoPEG is significant with an 80% of similarity. Besides, based on the Kappa method, used by psychologists to measure the similarity of two instruments. The obtained results highlighted an agreement degree of MoPEG with the level “good”.


2016 ◽  
Vol 2016 ◽  
pp. 1-5 ◽  
Author(s):  
Confidence Alorse Atakro ◽  
Janet Gross

Clinical education is an essential component of the education of nursing students. However clinical nursing education in Ghana is currently facing challenges of poor working relations between hospitals and health training institutions, inadequate preceptor preparations, and inadequate faculty supervisions. Although the dominant clinical education model used in Ghana is the preceptorship model, health service and education industries are faced with challenges of lack of qualified staff, inadequately prepared preceptors, and inadequate supervision from faculty. These challenges undermine the effectiveness of the clinical learning environment and the use of the preceptorship model. The purpose of this paper was to review preceptorship and clinical teaching partnership (CTP) and make recommendations for improving clinical nursing education in Ghana. A literature review was undertaken through a search of databases that included Google Scholar, EBSCOhost, CINAHL, and HINARI. A literature review identified advantages for using clinical teaching partnership (CTP) in clinical nursing education in Ghana. Recommendations were made for the use of CTP in Ghana.


SISFORMA ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 71
Author(s):  
Yonathan Happy Setiawan

This paper discusses the design of games used as a medium of learning. The learning material is about Javanese script, which is taught from elementary to high school. Although it has been taught since elementary school, but not many students have mastered this material.The method of delivering the material used by the lecturers is usually by lecturing so that students become tired and bored, because they are forced to remember without understanding the basic concepts. The lack of an attractive and modern learning tool becomes another obstacle to the difficulty of studying the Javanese script.Games usually used as entertainment, now can be used for learning. Through the game, the learning process becomes more fun. Therefore it will be designed an educational game used for learning Javanese script. But to design the right educational game, research is needed. With the presence of this game is expected players can learn Javanese script material while playing.


2018 ◽  
pp. 472-481
Author(s):  
Antonio Santos

Although it could be assumed that playing games lifts intrinsic motivation and that this must have an effect on the cognitive processes of the player, it is still not known how to develop an educational game with the same positive effects. Thus, the challenge for GBL is rather significant in determining how to design and develop good educational games and how to integrate them into the teaching and learning process so that students' motivation and learning are qualitatively improved. This chapter's main objectives are to describe some of the current GBL models proposed by the literature used to analyze, design, and integrate games in education and, on the other, to propose and describe a methodology developed by the author to create educational games. The assumption is that this type of information could aid instructional designers and educators—and even commercial game designers—interested in developing good GBL experiences.


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