Education in Indonesia is one of the sectors that most affected by the Covid-19 outbreak. Finally, the Ministry of Education and Culture issued a policy for learning activities carried out from home. This new policy makes all elements of education must immediately adapt to existing conditions. Although learning is carried out online, it must still be following educational standards. The choice of learning model must be under the child's psychology to be fun learning. This article aims to review how the application of digital game-based learning can be a solution to fun learning challenges during the Covid-19 pandemic. The review focus on strategic ways to apply digital game-based learning to online learning in elementary schools. This study uses a descriptive content analysis method or a descriptive content analysis study. This method is a type of non-field research method. Based on the result, solutions that can be applied to online learning during the Covid-19 pandemic is digital game-based learning models. Some of the applications used in digital game-based learning activities are Kahoot, quizzes, and adobe flash. Digital game-based learning can foster learning motivation and student activity to be involved in learning. Besides that, the application of game-based learning is also able to improve student learning outcomes and creativity.
Pendidikan merupakan sarana pembentuk kepribadian bangsa. Pendidikan dapat menjadi sarana utama sebagai penguatan karakter bangsa. Dalam implementasinya pada kurikulum 2013, pengembangan bahan ajar menjadi salah satu kunci utama yang dapat diintegrasikan dengan penguatan karakter. Tujuan penelitian ini adalah memperoleh informasi mengenai analisis kebutuhan tentang: (1) kebutuhan bahan ajar berbasis game based learning pada pembelajaran di kelas V SDN Bendogerit 2 Kota Blitar, (2) muatan pembelajaran yang memerlukan bahan ajar, (3) jenis bahan ajar yang dibutuhkan, (4) penguatan karakter yang terintegrasi dalam bahan ajar, dan (5) elemen yang terkandung di dalam bahan ajar tersebut. Subyek dari penelitian ini terdiri dari guru dan siswa kelas V SDN Bendogerit 2 Kota Blitar. Teknik pengumpulan data dilakukan melalui wawancara, angket, dan observasi. Hasil angket analisis kebutuhan yang diisi oleh siswa menunjukkan bahwa rata-rata kebutuhan bahan ajar mencapai persentase 83,12%, dengan 2 diantara rinciannya adalah 85,6% setuju dengan adanya bahan ajar yang berbasis game based learning dan 75,9% setuju adanya penguatan karakter kreatif pada bahan ajar. Berdasarkan hasil tersebut, dapat disimpulkan bahwa diperlukan pengembangan secara berkelanjutan berupa bahan ajar berbasis game based learning yang terintegrasi karakter kreatif untuk tema ekosistem di kelas V SDN Bendogerit 2 Kota Blitar.
Salt production is one of the issues that concern the government because of the salt crisis in bad weather. As a result, many farmers are unable to produce maximally resulting in saltiness. For industrial salt in 2018 imported 3.7 million tons. While the overall yield of salt produced by farmers ranged from 1.43 million tons, mostly only for consumption of salt. Therefore, triggered a method to overcome them. Writing this article aims to describe methods that serve to improve the quality and quantity of industrial salt production and to minimize the dependence of imported salt. The applied method still adopts conventional salt making methods with the addition of filtration, greenhouse effect, geoisolator, ulir system, and chemical addition to reduce unnecessary substance content.
[English]: Problem-solving is the heart of mathematics learning that can be influenced by intelligence. Logical-mathematical, visual-spatial, and intrapersonal intelligence have possible effects on problem-solving. This ex post facto quantitative research aims to evaluate the effect of the three intelligence on the ability of prospective primary teachers (PPT) to solve mathematical problems partially and simultaneously. The research sample (n=207) was selected through proportional stratified random sampling using the Slovin formula. Data were collected through a test and questionnaire that had been tested for content and construct validity as well as construct and composite reliability. Data prerequisite tests include tests for normality, linearity, multicollinearity, and heteroscedasticity. Hypothesis testing is done through a multiple regression test. The results show that logical-mathematical, visual-spatial, and intrapersonal intelligence simultaneously have a significant effect on PPTs’ mathematical problem-solving with a large effect of 30.3%. Partially, intrapersonal intelligence does not have a significant effect on problem-solving ability. [Bahasa]: Pemecahan masalah merupakan jantung pembelajaran matematika yang bisa dipengaruhi oleh faktor kecerdasan. Jenis kecerdasan yang berpotensi memiliki pengaruh adalah logis-matematis, spasial-visual, dan intrapersonal. Penelitian kuantitatif ex post facto ini bertujuan untuk menguji pengaruh dari ketiga kecerdasan tersebut terhadap kemampuan pemecahan masalah matematis secara parsial maupun simultan. Sebanyak 207 mahasiswa sebagai sampel penelitian dipilih melalui proportional stratified random sampling menggunakan rumus Slovin. Data dikumpulkan melalui tes dan kuesioner yang sudah di uji validitas isi dan konstruk serta reliabilitas konstruk dan komposit. Uji prasyarat data meliputi uji normalitas, linearitas, multikolinearitas, dan heteroskedastisitas. Uji hipotesis dilakukan melalui uji regresi berganda. Hasil penelitian menunjukkan bahwa kecerdasan logis-matematis, spasial-visual, dan intrapersonal secara simultan berpengaruh signifikan terhadap kemampuan pemecahan masalah matematis dengan besar pengaruh 30,3%. Sedangkan secara parsial hanya kecerdasan intrapersonal yang tidak memiliki pengaruh signifikan terhadap kemampuan pemecahan masalah matematis.
The electrification ratio in Indonesia reached 98.3%. Power plant technology innovations are needed, is it can be applied in rural areas with more environmentally friendly energy sources. One of them is rainwater. This is supported by the average rainfall in Indonesia which is quite high, which is 1000-4000 mm/year. The right innovation to be applied in the rural area is Zapira Portable. Zapira Portable is a portable scale household power plant that utilizes potential rainwater energy as a source of energy. The purpose of this activity program is 1) to create a device with potential rainwater energy generation, 2) to create portable power plants for household scale, and 3) to maximize electricity distribution in the 3T area. Implementation methods of Zapira Portable development include: 1) literature study, 2) design, 3) analysis of equipment and material requirements, 4) making devices, 5) implementation, 6) determination based on the results of implementation tests, and 7) evaluation. The results achieved are in the form of Zapira Portable device design, Zapira Portable device, video from device usage, Manual Book of Zapira Portable, validation of Zapira Portable devices, and testimonials.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.