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Uji Coba Gim Edukasi dalam Meningkatkan Hasil Belajar Bahasa Inggris Susalti Nur Arsyad; Runniarsiti Runniarsiti; Ahmad Swandi; Arief Fauzan; Sparisoma Viridi; Burhan Burhan; Sri Rahmadhanningsih
Journal of Education and Instruction (JOEAI) Vol 6 No 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i1.4954

Abstract

ABSTRACT This study aims to test the effectiveness of educational game-based digital learning media in improving grade IV elementary school English learning outcomes. The pre-experimental design and One Group Pretest-Posttest were used in this study with a sample of 20 students in a school in Makassar. Pretests and posttests are given to learners to obtain data on improving learning outcomes, which are then analyzed using t-tests and N-Gain. The results showed that there was a significant difference in test results between pretest and posttest seen from the sig.2-tailed value of 0.000, where this result was smaller than 0.05. In addition, an N-Gain of 0.49 indicates a moderate category and indicates that the trial of educational game-based digital learning media can improve student learning outcomes. Educational games can be used as an effective learning medium in the learning process and need to be developed in a better direction. Keywords: Learning Media, Educational Games, Learning Outcomes.
UJI PRAKTIKALITAS PEMBELAJARAN BERBASIS GIM EDUKASI MENGGUNAKAN GDEVELOP PADA MATA PELAJARAN IPA DI SEKOLAH DASAR Susalti Nur Arsyad; Ahmad Swandi; Yulia Nurmasita Devi; Sri Rahmadhanningsih; Arief Fauzan; Andi Hamzah Fansury
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 3 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v4i3.618

Abstract

This research was conducted to find out how to practice science learning for elementary school students using educational games that have been developed with the Gdevelop application. This goal is based on the stigma in the form of public perception that games have a negative impact on learning, as well as a lack of knowledge about using games or other digital learning tools in the classroom, which causes students to become more accustomed to learning using conventional teaching techniques. This research was conducted using a qualitative descriptive method, and the instruments used were questionnaires and interviews using the data analysis technique of Miles and Huberman's model (Analysis Interactive Model). This research was conducted at SDN Lariang Bangi I, the number of respondents in this study were 23 students. The practicality of educational games is determined based on product trials and the responses of teachers and students to educational games. The results of this study indicate that there are (83%) students who agree that the use of educational games as learning media can make it easier for them to understand science learning material. In addition, based on the validation results, it shows that the teacher's assessment of the product is above 80% which indicates that the product is suitable for use in learning. From the results of the research that has been done, it can be concluded that the use of educational games based on Gdevelop is considered very practical in its use.
The Effectiveness Of Implementing Gdevelop-Based Educational Games In Learning Science With The Theme Of Light And Sound Waves In Elementary Schools Ahmad Swandi; Susalti Nur Arsyad; Arief Fauzan; Sparisoma Viridi; Sri Rahmadhanningsih; Febrianti Iren
JPF (Jurnal Pendidikan Fisika) Universitas Islam Negeri Alauddin Makassar Vol 11 No 2 (2023): September
Publisher : Pendidikan Fisika UIN Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jpf.v11i2.33615

Abstract

The use of digital-based science learning media in elementary schools is currently not maximized and is still monotonous which makes students less interested and quickly feel bored in participating in learning. The application of interactive learning media accompanied by games (educational games) is an alternative learning that needs attention. The purpose of this study was to determine the validity and effectiveness of implementing a GDevelop-based educational game in science learning on the theme of light and sound waves for grade IV in elementary schools. The research sample was 20 fourth grade students of SD Negeri Lariang Bangi. The validity of educational games is determined based on the average percentage of each aspect that contains several criteria. Meanwhile, the effectiveness of educational games can be seen from the increase in learning outcomes obtained after trials. This study uses a pre-experimental research method that uses quantitative data analysis techniques. The data collection technique uses tests, namely pretest and posttest. The results for the validity of educational game programs and materials obtained an average percentage of 86.4 and 88.36 respectively. Meanwhile, the test results showed that the average pretest and posttest scores were 37.5 and 82.5, respectively. Thus it can be concluded that the use of GDevelop-based educational game media on the science learning outcomes of fourth grade students at SDN Lariang Bangi 1 is proven to be valid and effective. This educational game can be used as an alternative learning media to create an active, fun and interesting learning atmosphere
Pembuatan Website sebagai Media Pencitraan dan Promosi Pada Desa Kamiri Kecamatan Balusu Kabupten Barru Sudirman Sudirman; Arief Fauzan; Rezki Amalia Wahyuni Mustakim
Ilmu Komputer untuk Masyarakat Vol 4, No 1 (2023)
Publisher : Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkomas.v4i1.1765

Abstract

Pada era digital yang semakin maju ini, penting bagi sebuah desa untuk memiliki media yang efektif dalam mencitrakan dan mempromosikan potensi-potensi yang dimiliki. Salah satu media yang dapat digunakan adalah website desa. Penelitian ini bertujuan untuk mengembangkan sebuah website sebagai media pencitraan dan promosi desa, dengan fokus pada Desa Kamiri. Melalui penggunaan website yang dirancang secara estetis dan informatif, diharapkan mampu meningkatkan citra desa serta menarik minat para pengunjung atau calon investor. Metode yang digunakan dalam penelitian ini meliputi pengumpulan informasi tentang potensi desa, melakukan analisis kebutuhan pengguna, serta merancang dan mengembangkan website yang responsif dan mudah digunakan. Dalam pengembangan website, akan diperhatikan tampilan yang menarik, konten yang informatif dan relevan, serta fitur-fitur yang memudahkan pengguna dalam menjelajahi informasi yang disajikan. Hasil dari penelitian ini diharapkan dapat memberikan kontribusi positif dalam meningkatkan citra Desa Kamiri dan mempromosikan potensi-potensi desa secara efektif. Website yang dibangun dapat menjadi sarana komunikasi yang interaktif antara warga desa, pemerintah desa, serta masyarakat luar. Selain itu, website ini juga diharapkan mampu menarik minat investor atau pihak-pihak yang tertarik untuk berpartisipasi dalam pengembangan desa. Diharapkan hasil penelitian ini dapat memberikan manfaat dalam pengembangan desa secara keseluruhan. Selain itu, penelitian ini juga memberikan kontribusi dalam pemanfaatan teknologi informasi dan komunikasi sebagai sarana yang efektif untuk mencapai tujuan promosi dan pencitraan desa.