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Design and Development of Game Based Learning Applications for Mathematics Learning Based on Multiple Language to Develop Verbal Capabilities Qolbi, Muhammad Syifa'ul; Thaariq, Zahid Zufar At; Az-Zahroh, Sayyidati Fatimah; Anwar, M Mahfudz; Faiza, Nurul
JPP (Jurnal Pendidikan dan Pembelajaran) Vol 26, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um047v26i22019p051

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um047v26i22019p043

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.
Development of Augmented Reality Interactive Comic Storybooks as Art History Learning Media for Early Age Children Aruna, Alby; Roziqin, Mohamad Firzon Ainur; Qolbi, Muhammad Syifa'ul; Iriaji, Iriaji; Surya, Eka Putri; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
Abdimas Indonesian Journal Vol. 4 No. 1 (2024)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v4i1.375

Abstract

The development of an interactive comic book based on Augmented Reality (AR) as a learning medium for art history for early childhood aims to enhance children's interest and understanding of art history material. This program combines AR technology with educational content in comic form, allowing children to interact with visual and audio elements that support the art history narrative. The methods used include designing and developing comic content, implementing AR technology, and evaluating effectiveness through observation and user feedback. The results indicate a significant increase in children's learning interest and understanding of art history. The implementation of this learning medium is expected to support the cognitive and creative development of early childhood.
Mobile Seamless Learning to Mitigate Negative Effects in Gamification of Learning Qolbi, Muhammad Syifa'ul; Soepriyanto , Yerry; Ulfa, Saida
Journal for Lesson and Learning Studies Vol. 7 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v7i3.85359

Abstract

Low student engagement in learning and the potential negative impacts of gamification in education are significant challenges in developing innovative learning media. This study aims to develop Mobile Seamless Learning that effectively integrates gamification elements to enhance student engagement while minimizing potential drawbacks. The research employed a development research design using the Alessi & Trollip model, which includes three main phases: planning, design, and development. The study participants consisted of 121 students from an educational technology program, selected to evaluate the application's effectiveness. Data were collected using questionnaires, and analyses were conducted using both qualitative and quantitative descriptive approaches to assess user perceptions and feedback. The findings indicate that the application received positive perceptions from students, particularly in terms of usability, ease of use, and learning experience. User feedback highlighted the application’s benefits in improving accessibility, tracking learning performance, motivating students, and supporting seamless cross-device learning. Furthermore, the application successfully created engaging and effective learning experiences, focusing on mitigating risks associated with excessive gamification elements. The study concludes that the developed Mobile Seamless Learning not only enhances student engagement but also adds value by supporting continuous learning processes, making it a suitable and innovative technology-based learning medium in the digital era.
Optimalisasi Manajemen Komunitas melalui Sistem Informasi Terintegrasi Cloud Komunitas Pacitan Cerdas Kabupaten Pacitan Roziqin, Mohamad Firzon Ainur; Qolbi, Muhammad Syifa'ul; Aruna, Alby; Iriaji, Iriaji; Surya, Eka Putri; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3942

Abstract

The optimization of community management through the Integrated Cloud Information System for the Pacitan Cerdas Community in Pacitan Regency aims to enhance the efficiency and effectiveness of data management and activity coordination. This program implements cloud technology to store, access, and manage community information in real-time and centrally. Methods include the development and implementation of a cloud-based information system, technical training for community members, and performance evaluation through usage data analysis. Results show significant improvements in data management, activity coordination, and member engagement. The implementation of this system is expected to support better sustainability and development of the community in Pacitan Regency.
Pengembangan Game Eco-Tech Gamified Tours sebagai Akselerasi Aset Wisata Industri Ramah Anak Kampung Industri Tempe Sanan Qolbi, Muhammad Syifa'ul; Roziqin, Mohamad Firzon Ainur; Surya, Eka Putri; Prasetyo, Abdul Rahman; Aruna, Alby; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3943

Abstract

The development of Eco-Tech Gamified Tours as an acceleration of child-friendly industrial tourism assets in the Sanan Tempe Industrial Village aims to enhance the appeal and educational value of tourism for children. This program integrates gaming technology with interactive tours that educate visitors about the tempe production process and the importance of environmental sustainability. Methods include game design and development, integration of educational elements, training for tour guides, and effectiveness evaluation through user feedback. Results indicate a significant increase in children's interest and engagement during tours. The implementation of this program is expected to support the development of innovative and sustainable industrial tourism in the Sanan Tempe Industrial Village.