2021
DOI: 10.33578/pjr.v5i4.8373
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Student's Response to Smart Apps Creator Media Based on the Local Wisdom of Mantingan Mosque Jepara to Increase the Understanding on the Concept of Geometry in Elementary School

Abstract: The purpose of this research was to analyze students’ response to Smart Apps Creator (SAC) media based on the local wisdom of Mantingan Mosque Jepara to improve the understanding of the concept of geometry at grade VI of the elementary schools in Kecamatan Kembang, Kabupaten Jepara. This research was Research and Development (R&D) using the method by Sugiyono at level 4. This research was conducted in seven steps, namely: 1) potential and problems, 2) literature study and information collection, 3) product… Show more

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Cited by 2 publications
(3 citation statements)
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“…The analysis of student responses shows that most students responded positively to learning media using SAC based on local wisdom, which has been implemented even though the learning media used is something new for them. This means that by implementing SAC learning media based on local wisdom, you will get an excellent response to the learning media implemented (Latif & Utaminingsih, 2021).…”
Section: Practicality Of Sac Learning Media Based On Local Wisdommentioning
confidence: 99%
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“…The analysis of student responses shows that most students responded positively to learning media using SAC based on local wisdom, which has been implemented even though the learning media used is something new for them. This means that by implementing SAC learning media based on local wisdom, you will get an excellent response to the learning media implemented (Latif & Utaminingsih, 2021).…”
Section: Practicality Of Sac Learning Media Based On Local Wisdommentioning
confidence: 99%
“…Smart Apps Creator is a software tool that generates educational content tailored for Android platforms. Smart Apps Creator (SAC) is a desktop application that makes interactive media that can produce output as APK files (Khotimah et al, 2023;Latif & Utaminingsih, 2021;Muzakkir et al, 2022;Fahlevi & Aminatun, 2023).…”
Section: Introductionmentioning
confidence: 99%
“…Research related to the analysis of the application of gamebased learning both in learning and its eff ect on children (Ott & Pozzi, 2012;Ucus, 2014;Chin & Zakaria, 2015;Pirinen, 2015). Game-based learning research at the elementary level (Widiastika et al, 2020;Latif, Utaminingsih & Su'ad, 2021), while at the junior high school level, it is research (Pratiwi & Musfi roh, 2014;Khoirudin, Ashadi, & Masykuri, 2021). Game-based learning research at the high school level (Ningtias & Harimurti, 2018;Khasanah & Rusman, 2021;Aini, 2018;Luhsasi & Permatasari, 2020;Hidayat, 2018; while the application of game based learning at the higher education level is research by (Budiana et al, 2019;Winatha & Setiawan, 2020;Wibawa, Mumtaziah, Sholaihah, & Hikmawan, 2021).…”
Section: Introductionmentioning
confidence: 99%