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Research on the Development of Edu Games as Learning Media for Geometry and Arithmetic in Elementary School Children Ridwan, Taufik; Hidayat, Endang; Hikmawan, Rizki; Andrian, Rian; Yasin, Aldi
International Conference on Elementary Education Vol. 3 No. 1 (2021): Proceedings The 3rd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1836.185 KB)

Abstract

Mathematics is a discipline science that has many influences on the theoretic in the classroom and the practice in everyday life. Some of the branches of mathematics that are important in elementary school are geometry and arithmetic. Along with the development of information and communication technology, the development of mathematics learning has also developed. This research tries to discuss and analyze the development of Edu games that can be used for learning geometry and arithmetic. The research method used in this research is the descriptive analysis method. As a result, educational games for geometry and arithmetic developed from conventional games (played through movements) and games in digital form. Digital games are also growing, starting from using computers, smartphones, to adding augmented reality
Development of a Digital Platform Prototype, to Facilitate Inclusive Learning for Children with Special Needs Andrian, Rian Andrian; Yasin, Aldi; Hanan, Muhammad Raihan Ijlal; Ramadhan, Muhamad Irwan; Ridwan, Taufik; Hikmawan, Rizki
JOIN (Jurnal Online Informatika) Vol 7 No 2 (2022)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v7i2.835

Abstract

Persons with disabilities have the same rights and responsibilities as citizens. Based on the 1945 Constitution Republic of Indonesia, article 31 paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for Children with Special Needs to obtain quality education services. Many of the problems of inclusive learning that occurred during the Covid-19 pandemic, ranging from the unpreparedness of the school to various problems with environmental factors so that innovation was needed to overcome these problems. In this article, the author develops a prototype of a digital-based learning platform as a solution to facilitate inclusive learning for children with special needs.
User Experience Design and Prototypes of Mobile-based Learning Media for Children with Special Needs in the Dyslexia Category Andrian, Rian; Yasin, Aldi; Hikmawan, Rizki; Fauzi, Ahmad; Ramadhan, Muhamad Irwan
JOIN (Jurnal Online Informatika) Vol 8 No 2 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i2.959

Abstract

Education is the right of all living things regardless of social status, gender, or physical condition. Persons with disabilities have the same rights and obligations as citizens. Based on the 1945 Constitution Article 31 Paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for children with special needs to obtain quality education services. Children with special needs are divided into several categories, in this study the research team will focus on solving learning problems for children with disabilities in the dyslexia category. Dyslexia also known as reading disorder, is a disorder characterized by reading below the expected level for one's age. This study aims to find learning solutions by developing user experience designs and prototypes of mobile-based learning media for children with special needs in the dyslexia category. This research applies design thinking methodology to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.