Melalui hasil wawancara penulis dengan murid di SD Negeri 2 Kembangan diperoleh informasi bahwa murid yang kesulitan dalam pembelajaran dikelas pada matapelajaran Matamatika. Dalam dunia pendidikan banyak game edukasi yang sudah dibuat sebagai media pembelajaran untuk anak-anak. Digital Game Basic Learning (DGBL) adalah salah satu metode yang menggunakan teknologi game, sebuah game digital apa pun bisa dianggap sebagai media jika terdapat unsur pembelajaran didalamnya. Masih terdapat kesenjangan penting dalam literatur tentang DGBL, karena metode tersebut masih perlu penekanan pada hasil pembelajaran dalam lingkungan kelas yang lebih otentik, dalam hal ini adalah kajian dalam segi keterampilan berpikir penggunanya dalam proses memahami materi atau pembelajaranya. Higher-Order Thinking Skills (HOTs), adalah salah satu komponen utama dalam keterampilan berpikir kreatif dan kritis dan ini adalah tingkat tertinggi dalam hierarki proses kognitif. Metode pengembangan sistem yang penulis gunakan untuk mengembangan game edukasi ini adalah Digital Game Based Learning-Infrastructure Design (DGBL-ID). Berdasarkan hasil pengujian yang telah dilakukan dapat disimpulkan bahwa game edukasi pembelajaran Matematika yang dibangun, dapat memberikan pengetahuan dan semangat belajar matematika pada siswa
Taekwondo is a modern martial art originating from traditional Korean martial arts. That is the art or type of self-discipline or Pencak silat that uses bare hands and feet. The basics of taekwondo consist of offensive and defensive movement techniques that use the body to confront the enemy. Taekwondo focuses more on kicks than punches. Kicking techniques are generally more complex than the hands, but kicking techniques are the main because their strength is greater than the strength of the hand. With proper and correct training methods, the quality of kicks can be significantly improved. In taekwondo, it is not just a means of self-defense. With the development of today's technology, it may be more effective to provide taekwondo training materials. Video media has the advantage of being easy to learn. Watching videos to learn movement techniques does not have to be during practice. It can be done anywhere. In addition, you can play the video repeatedly and slow down to see the train technology. From the opinion of experts, it can be concluded that the media is a sub tool used to convey information to students as recipients of information designed to increase student interest in learning. In the research and development carried out, Taekwondo training is packaged in VCD format as a medium to be displayed via an LCD projector during learning.
Education in the industrial era 4.0 experienced very significant changes. The role of information technology is a significant trend in education. Since the pandemic occurred at the beginning of 2020, almost all schools and even universities have indirectly demanded rapid changes in adapting to digitalization methods. It was also found that there were many obstacles during the pandemic in the implementation of information technology. The Indonesian state itself in education is still adapting and starting to develop with the existence of models of information technology approaches that can be implemented in academic activities, especially on campuses. Since 2010 it has been following the smart campus concept and model development. However, it was found to be varied due to the absence of a benchmark index in the campus's preparation, monitoring, and evaluation. Through the Rainbow Framework, this will be a solution in measuring the feasibility level through monitoring and evaluating the use of technology with a quality assurance approach. The results can be seen from the components that have been built using the calculation model for the quality of technology education in Indonesia.
The birth of Game Based Learning take a new prespective to learing method while using a Game for learning proccess. This is a good opportunity for lecturer and theacher to increas and update their learning instrument that can be used. Some studies about game founded the approach of through the medium of games of the match learning in a significant way capable of effecting the improve achievement , the motivation to study , and the level of satisfaction in the style of of students to study. This study focused on increasing students nationalism through the game base learning in learning procces for Senior high students where players trained to make a deccision, analyze, and decide own attitude in the games. This game based learning research apply for learning nationalism lessons consists of four phases, design phase, data collection stage, the analysis and discussion stage phase, the documentation and research results phase. To stage of game design base learning with learning and analysis mapping game mechanics for serious games analysis (LM-GM) as the mapping of learning in the game. The purpose through this game is learning from the game play can be shown that the approach proposed effectively gives understanding of learning that given. In addition, also found that game is can help students studies learning the history.
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