In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
This study aims to determine: (1) the differences in learning outcomes of students who are taught using Augmented Reality (AR) jobsheet learning media with students taught using conventional learning media, (2) differences in learning outcomes of highly motivated students and low motivated students, and (3) the interaction between Project Based Learning learning methods and learning motivation in influencing learning outcomes. This research is a quasi-experimental research with a population of 64 people, the sample was taken as many as 32 people using the cluster random sampling method. Data were collected using a questionnaire for learning motivation and tests for learning outcomes. The data analysis technique used is descriptive analysis and two-way analysis of variance (Two Ways Anova). The research results found: 1) there are differences in student learning outcomes taught by the Project Based Learning learning method compared to student learning outcomes taught conventionally with Fcount of 7.98 (2) there are differences in learning outcomes of highly motivated students with low motivated students with Fcount 34.40, and (3) there is no learning interaction between learning methods and learning motivation in influencing student learning outcomes with Fcount 3.19
Indonesia is one of the most disaster-prone countries in the world as evidenced by the World Risk Index 2019 data, Indonesia is ranked 37th out of 180 countries. The younger generation as agents of change must be able to have a positive influence on the community on the importance of preparedness and mitigation as an effort to reduce the impact of disaster risk. This research intends to design the development of Augmented Reality-based disaster mitigation learning media as a means of disaster education. The method used is the development of a prototype model consisting of listen to customer, build/revise mock-up, customer test-drive mock-up. This stage is carried out with the stages of needs analysis, design, testing, implementation, and evaluation. The results showed that the Blackbox Fire Disaster Mitigation-AR test was successfully displayed as expected (valid) with the target user being the community and students, especially early childhood children building creative, critical, and innovative thinking patterns in solving problems about disasters. Novelty given in developing ideas about disaster mitigation educational media in order to realize quality education and handling climate change. It can be concluded that the presence of Augmented Reality-based disaster mitigation learning media is considered very useful in supporting the learning process in the 21st century and making it easier for users to implement the knowledge gained into daily life by knowing the stages before and after disaster mitigation through disaster education.
Educational problems in the 3T area (Disadvantaged, Frontier, and Outermost) areas, apart from teaching staff, such as shortage of teaching staff, low qualifications, low competence and mismatches between educational qualifications and fields being managed (mismatched) are also problems of inadequate telecommunications. network facilities, especially internet networks. Lentera (Source of Learning Materials for Remote Areas) is an innovative product in digital learning based on mobile learning applications that can be used without having to be connected to the internet (offline). The learning content is designed in the form of Whiteboard Animation-based learning multimedia or whiteboard animation. Learning content is uploaded to the mini server. The mini server called Lentera can be accessed by teachers and students using smartphones offline or does not require an internet network. The development of digital multimedia learning content with a mini server called Lentera aims to develop innovative digital learning media to support teachers and students who experience difficulties in internet networks to carry out digital learning in the 3T area. The method used in the construction of this mini server is the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The lantern as a blackboard animation learning medium is very feasible (valid) to be used in learning with an average validation value of 94.87%.
Tujuan kegiatan ini adalah untuk merancang mini server dengan konten pembelajaran digital untuk sebagai media pembelajaran alternatif bagi guru dan siswa sekolah menengah daerah 3T di wilayah Sumatera Barat. Konten pada mini server ini dapat dimanfaatkan oleh guru dan siswa dalam proses pembelajaran digital tidak hanya di daerah 3T saja, namun juga dapat digunakan di daerah perkotaan karena alat ini menawarkan akses yang fleksibel tanpa jaringan internet. Latarbelakang inovasi ini adalah ketidaksesuaian antara tuntutan pemerintah yang menginginkan implementasi pembelajaran digital dan online dan implementasi Ujian Nasional Berbasis Komputer. Namun di sisi lain, sekolah melarang siswa membawa gadget ke sekolah karena khawatir siswa akan mengakses situs dan konten negatif yang tidak relevan dengan pembelajaran. Materi pembelajaran yang disajikan dalam perangkat ini adalah dalam bentuk video, audio, dan berbagai konten yang dikompilasi di situs offline sehingga siswa dapat mengakses menggunakan gadget atau komputer pribadi (PC) tanpa memerlukan koneksi internet. Perancangan sistem pada perangkat ini menggunakan 2 jenis pendekatan, yaitu desain jaringan untuk mini server dan desain sistem pemodelan Unified Modeling Language (UML) untuk sistem yang bekerja pada perangkat sebagai mini server.
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