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Learning Simple Pyrolysis Tools for Turning Plastic Waste into Fuel Pebrianti, Mae; Salamah, Fatihatus
Indonesian Journal of Multidiciplinary Research Vol 1, No 1 (2021): IJOMR: VOLUME 1, ISSUE 1, 2021
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1240.864 KB) | DOI: 10.17509/ijomr.v1i1.33787

Abstract

Learning is an activity to gain useful knowledge. The time to study is not limited, we have to learn from the moment we are born. Elementary school children are those of elementary age, namely 6-12 years, this period is commonly referred to as the intellectual period. The Covid-19 pandemic has disrupted activities so that all activities require a revolution. Technology plays an important role in distance teaching and learning activities such as the use of social media or educational-based applications that make teaching and learning activities supposed to work. The method used is descriptive. The purpose of this study is to find out about distance learning in elementary schools which is still being asked whether it is effective or not, so it raises the question of whether students are well educated at basic age is very important for the foundation of character and talent.
Pengembangan Multimedia Pembelajaran Matematika Pada Materi Grafik Persamaan Garis Lurus Berbasis Android Menggunakan Aplikasi Scratch Salamah, Fatihatus; Sudihartinih, Eyus
Journal Mathematics Education Sigma [JMES] Vol 5, No 2 (2024): JOURNAL MATHEMATICS EDUCATION SIGMA
Publisher : Journal Mathematics Education Sigma [JMES]

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmes.v5i2.19639

Abstract

The purpose of this study was to design learning media in the form of an Android-based online game on straight line equation graphic material using Scratch. This research method uses the Multimedia Development Life Cycle (MDLC) development model with six stages, namely concept, design, collecting, assembly, testing, and distribution. Data was collected by distributing open questionnaires via Google Forms and interviews to find out user responses to the trial programs that had been made. The research participants were 14 students consisting of 3 males and 11 females from a mathematics education study program at a university in Bandung. MDLC stages. The results of the calculation of user responses show that the average percentage of each indicator is 92.5%, the acquisition of positive statements is in the very good category. This there is a need for further research to determine the effectiveness and practicality of using instructional media in the process of learning and developing games on different topics.