Muhammad Syifa’ul Qolbi
Universitas Negeri Malang

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Developing Ethic Game (Ethnomathematics Game): The Instructional Media of Culture Mathematics with Tringo by Ki Hadjar Dewantara Sayyidati Fatimah Az-Zahroh; Zahid Zufar At Thaariq; Ence Surahman; Chania M. Widyasari; Muhammad Syifa’ul Qolbi; Risma Chulashotud Diana
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 26 No. 2 (2019)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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Abstract

One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers’ context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content—Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale’s theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni – or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture—not only to make the learning process more authentic, but also to make the learners preserve the national culture. Indicates how easy the users in using the application which shows 100% of the users stated that there is no difficulty in using it. So, this instructional media can be used easily and fun
Design and Development of Game Based Learning Applications for Mathematics Learning Based on Multiple Language to Develop Verbal Capabilities Muhammad Syifa’ul Qolbi; Zahid Zufar At Thaariq; Sayyidati Fatimah Az-Zahroh; M. Mahfudz Anwar; Nurul Faiza
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 26 No. 2 (2019)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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Abstract

The purpose of this research is to design an application that can help students in learning. So, the authors are interested in designing game-based mobile learning applications that have mathematical content on integer material integrated with hijaiyah numbers, so that the game media has its own uniqueness. This design is based on the obligation to develop numeracy skills for all citizens according to Law number 20 of 2003 concerning the national education system. In addition, there is also an obligation to understand the number of hijaiyah for Muslim citizens. The research method used uses research development. The development model used is Lee Owens. The concept in this game is like a game in general that uses this type of adventure. In the game there is a mission to solve the problem. The challenge is through hijaiyah figures provided. So this game combines mathematics with hijaiyah numbers in a portable way.
Pelatihan Micro Learning Object Berbasis TPACK bagi Guru-Guru SMA di Garut Ence Surahman; Sulthoni Sulthoni; Saida Ulfa; Arafah Husna; Hilman Ramdiana; Zahid Zufar At Thaariq; Antoni Bagas Setiawan; Muhammad Syifa’ul Qolbi
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 3 No. 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v3i12020p1-14

Abstract

Perkembangan teknologi mobile device di kalangan pengguna Sekolah Menengah Atas (SMA) dan sederajat belum dioptimalkan secara maksimal untuk mendukung pencapaian tujuan pembelajaran yang efektif dan efisien. Tujuan dari kegiatan pengabdian ini yaitu memberikan pelatihan kepada para guru SMA/MA/SMK berupa kemampuan untuk mengenali, memahami dan mengembangkan bahan ajar mikro (microlearning object). Kegiatan pelatihan dilakukan dengan menggunakan model blended training yakni perpaduan antara kegiatan pelatihan secara tatap muka dan pelatihan secara online. Kegiatan tatap muka menggunakan metode ceramah, diskusi dan game online, sedangkan pelatihan online berupa kegiatan kajian bahan pelatihan dan latihan mandiri. Hasil yang diperoleh berupa kemampuan peserta dalam memahami, merancang dan mengembangkan bahan ajar mikro menggunakan perangkat mobile device yang dimilikinya.