Analisis Peluang Usaha Pembuatan Alat Permainan Edukatif Anak Selama Masa Pandemi Covid-19

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.

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.


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


Author(s):  
Kristian Kiili ◽  
Harri Ketamo ◽  
Michael D. Kickmeier-Rust

The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and game design. Based on perceptual data we evaluated the playing behavior of 43 Finnish and Austrian children aged from 7 to 16. Four different games were used as test-beds. The results indicated that players’ perception patterns varied a lot and some players even missed relevant information during playing. The results showed that extraneous elements should be eliminated from the game world in order to avoid incidental processing in crucial moments. Animated content easily grasps player’s attention, which may disturb learning activities. Especially low performers and inattentive players have difficulties in distinguishing important and irrelevant content and tend to stick to salient elements no matter of their importance for a task. However, it is not reasonable to exclude all extraneous elements because it decreases engagement and immersion. Thus, balancing of extraneous and crucial elements is essential. Overall, the results showed that eye tracking can provide important information from game based learning process and game designs. However, we have to be careful when interpreting the perceptual data, because we cannot be sure if the player understands everything that he or she is paying attention to. Thus, eye tracking should be complemented with offline methods like retrospective interview that was successfully used in this research.


2020 ◽  
Vol 4 (1) ◽  
pp. 1-22
Author(s):  
Aulia Mustika Ilmiani ◽  
Hamidah Hamidah ◽  
Nurul Wahdah ◽  
Mahfuz Rizqi Mubarak

This is a descriptive qualitative research which aims to describe the implementation of Semester Learning Plan (RPS) on Maharah Istima’ Course by Using Cartoon Story Maker and its distinct characteristics from the previous RPS. The subject of this research is the Arabic language lecturers of IAIN Palangka Raya who teach Maharah Istima’ course. It uses observations, interviews, and documentations for the data collection techniques, and is validated using triangulation method. The results showed that there were nine learning activities of the implementation of Cartoon Story Maker based semester learning plan, namely; (1) Providing information to the students about the course’s learning objectives. (2) Giving apperception about the learning material. (3) Preparing and displaying Cartoon Story Maker media. (4) Students listen and prepare their stationeries (5) Students mention the main and supporting ideas. (6) Providing responses and corrections (7) Reminding the students to write the new vocabulary obtained. (8) Students make conclusions (9) Providing an explanation or summary about the material. The specification of this RPS with the previous one is that it is designed and clearly described the assessment indicators which include a series of more innovative activities, where learning is more centred on students and lecturers only act as facilitators and monitor the learning objectives. Lecturers only provide learning resources by creating Cartoon Story Maker as an interesting and effective learning media.


2021 ◽  
Vol 8 (2) ◽  
Author(s):  
Ida Wahyu Ningsih ◽  
Arif Widodo ◽  
Asrin Asrin

Pandemi Covid-19 yang berlangsung saat ini mendorong kegiatan pembelajaran dilakukan secara digital. Kegiatan pembelajaran dengan sistem daring ini menuntut semua elemen pendidikan mampu meningkatkan literasi digital. Tujuan penulisan artikel ini adalah untuk menjelaskan pentingnya penerapan literasi digital oleh semua elemen pendidikan dalam pembelajaran pada masa pandemi Covid-19. Rumusan masalah dalam penelitian ini yaitu: 1.) Bagaimana peranan penting literasi digital terhadap pembelajaran di masa pandemi Covid-19; dan 2.) Bagaimana strategi yang dapat diterapkan oleh orang tua guna meningkatkan kompetensi literasi digital anak. Metode penelitian yang digunakan adalah penelitian kualitatif dengan studi kepustakaan melalui jurnal ilmiah dan artikel terkait. Hasil penelitian menunjukkan keterlibatan literasi digital sangat penting dalam pembelajaran di masa pandemi Covid-19. Banyak gerakan literasi digital yang dapat dilakukan oleh semua elemen pendidikan termasuk orang tua untuk meningkatkan literasi digital anak seperti memilih situs aplikasi dan tayangan lain yang berbasis edukatif, serta memfasilitasi perangkat digital yang mendukung. Literasi digital sangat penting dikembangkan oleh semua elemen dalam dunia pendidikan guna terlaksanakannya pembelajaran dengan baik terutama di masa pandemi Covid-19.The urgency of digital literacy competence in learning during the Covid-19 pandemic AbstractThe Covid-19 pandemic currently taking place encourages learning activities to be carried out digitally. Learning activities with this online system require that all elements of education be able to increase digital literacy. This article aims to explain the importance of implementing digital literacy by all elements of education in learning during the Covid-19 pandemic. The formulation of the problems in this study are: 1.) What is the important role of digital literacy in learning during the Covid-19 pandemic; and 2.) What strategies can parents apply to improve children's digital literacy competencies?. The research method used is qualitative research with literature study through scientific journals and related articles. The results show that the involvement of digital literacy is very important in learning during the Covid-19 pandemic. Many digital literacy movements can be carried out by all elements of education, including parents, to improve children's digital literacy, such as choosing educational-based application sites and other shows and facilitating supportive digital devices. Digital literacy is very important to be developed by all elements in the world of education to carry out learning well, especially during the Covid-19 pandemic.


2020 ◽  
Vol 9 (2) ◽  
pp. 35
Author(s):  
Ayu Nurhasanah ◽  
Erfan Erfan

This study aims to describe online instruction of Culture and Arts especially in Music subject matter in class VII.5 at SMP Negeri 17 Padang. This is a qualitative research using a descriptive analytic approach. The research instrument used was the researcher itself and was assisted by supporting instruments such as writing tools, cameras, and cellphones. The data were collected through literature study, interviews, and documentation.Based on the results of the study, it can be concluded that the implementation ofonline instructionin the subject matter of simple musical instruments in class VII.5 at SMP Negeri 17 Padang is using the Whatsapp Group media recommended by the Principal of SMP Negeri 17 Padang. This is a way to deal with online learning so that learning activities can be continued even though it is conducted in distance. The planning step for learning simple musical instrument is not optimally conducteddue to the fact that the teacher does not create lesson plans for online instruction.The implementation of online learning in the subject matter of simple musical instrumentcontinues to run smoothly even though the learning process faces various obstacles. The learning outcomes of Culture and Arts for grade VIIin the subject matter of simple musical instruments are less effective and less optimal. This is due to the fact that learning activities conducted do not pay attention to standards of preparing online learning materials.Key word: Instruction, Online, Simple musical instruments


2019 ◽  
Vol 3 (2) ◽  
pp. 124-130
Author(s):  
Nindian Puspa Dewi ◽  
Indah Listiowarni

Games are media that can be used in the learning process to stimulate students in teaching and learning activities in the classroom. The game used is a game that has been adapted to the needs of learning in the classroom called game based learning or educational games. English subjects are difficult to learn by elementary students at SDN Bujur Barat II, so the use of learning media is needed to attract students' interest in learning the subject. In this study, an educational game was made based on the SD English curriculum consisting of writing, reading, listening, and speaking, which was built using the Ionic programming language and the PHP Framework.


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.


2020 ◽  
Vol 6 (1) ◽  
pp. 32-41
Author(s):  
Ni Wayan Wahyu Astuti ◽  
Ayu Dwi Yulianthi ◽  
Gede Ginaya ◽  
Ni Putu Wiwiek Ary Susyarini

Arak Bali is a traditional Balinese alcoholic beverage that is still popular in this modern era. Balinese people are already very familiar with this type of alcoholic drink, especially those who are young or who have religious ceremonies.  Arak Bali is widely produced in Sidemen village, Karangasem Regency. This study applies a descriptive qualitative research method. The data were collected through participating observation, interviews with the community in Sidemen village as well as a literature study of Arak Bali.  The study found, so far Arak needs have been widespread, from the religious need to commodify into the needs of tourism, especially in bars and restaurants. The Arak cocktail has become a spirit in beverage blends, which can be found in the bars and restaurants in Bali. Therefore, this type of beverage is still an item that has high value in the economic sector as well as support for the life of farmers in Sidemen village. This condition makes farmers in the village of Sidemen to consistently produce wine and retain their legacy.


Author(s):  
Marsel Eliaser Liunokas

Timorese culture is patriarchal in that men are more dominant than women. As if women were not considered in traditional rituals so that an understanding was built that valued women lower than men. However, in contrast to the article to be studied, this would like to see the priority of women’s roles in traditional marriages in Belle village, South Central Timor. The role of women wiil be seen from giving awards to their parents called puah mnasi manu mnasi. This paper aims to look at the meaning of the rituals of puah mnasi maun mnasi and the role and strengths that women have in traditional marriage rituals in the village of Belle, South Central Timor. The method used for this research is a qualitative research method using interview techniques with a number of people in the Belle Villa community and literature study to strengthen this writing. Based on the data obtained this paper shows that the adat rituals of puah mnasi manu mnasi provide a value that can be learned, namely respect for women, togetherness between the two families, and brotherhood that is intertwined due to customary marital affrairs.


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