This study aims to implement android-based learning media in mathematics basic concepts courses on student achievement, and the effectiveness of android-based learning media in mathematics basic concepts courses on student achievement at PGMI Nurul Jadid University. This research uses a quantitative research approach. The data collection is done through documentation and tests. The determination of the sample of this research was carried out by random sampling technique which included the fourth-semester PGMI Study Program students. While the data analysis in this study uses paired sample t-test analysis techniques. Based on the results of data analysis, it can be concluded that t-count = -18,378 with significance = 0,000 < 0.01. Thus, it can be stated that H1 is accepted and H0 is rejected, so it can be concluded that the android-based learning media on the subject of mathematics basic concepts are convincingly effective in improving student achievement.
The diversity of educational game tools has unique and interesting functions in learning in Early Childhood Education. Learning media integrated with information and communication technology have been developed so that they are widely available and easily accessible. E-learning applications that are commonly used today use the Zoom application. Socio-emotional development of early childhood is the level of interaction of children with other people ranging from parents, teachers, friends and the wider community. This research approach uses a qualitative approach. While this type of research is a case study. Primary data includes data obtained through interviews with teachers, parents and students. Secondary data is data obtained in the form of documents and archives from related institutions and from other written sources. Data collection techniques include; observation, interview and documentation. Data analysis uses three channels, namely data reduction, data presentation, drawing conclusions/verification. Checking the validity of the data using the techniques of credibility test, transferability test, dependability test, and confirmability test. Games-Based Learning through Zoom Cloud is learning that should be appreciated and needs to be developed. Games-Based Learning through Zoom Cloud has a large enough influence to improve the emotional development of early childhood.
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 © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.