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All Journal JURNAL PENELITIAN ILMU PENDIDIKAN Jurnal Civics: Media Kajian Kewarganegaraan Interaksi : Jurnal Ilmu Komunikasi Jurnal Pendidikan Kewarganegaraan Undiksha Media Komunikasi FPIPS DE JURE Jurnal Citizenship: Media Publikasi Pendidikan Pancasila dan Kewarganegaraan KOMUNITAS: INTERNATIONAL JOURNAL OF INDONESIAN SOCIETY AND CULTURE Media Ilmu Keolahragaan Indonesia Harmoni Sosial: Jurnal Pendidikan IPS Jurnal Komunikasi Hukum Jurnal Pendidikan Pancasila dan Kewarganegaraan Jurnal Pendidikan Ilmu Sosial Jurnal Civicus E-Dimas: Jurnal Pengabdian kepada Masyarakat ARISTO PAEDAGOGIA Jurnal Moral Kemasyarakatan Etika Demokrasi JURNAL MANAJEMEN PENDIDIKAN ISLAM AL-IDARAH Jurnal Inovasi Ilmu Sosial dan Politik JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Jurnal Educatio FKIP UNMA JURNAL PUBLISITAS BERNAS: Jurnal Pengabdian Kepada Masyarakat Indonesian Journal of Law and Economics Review Jurnal Manajeman Pendidikan Al Multazam (JMPA) Jurnal Pendidikan PKn VARIA HUKUM: Jurnal Forum Studi Hukum dan Kemasyarakatan IJORER : International Journal of Recent Educational Research JLCEdu (Journal Of Learning And Character Education) Jurnal Abmas TARBAWY: Indonesian Journal of Islamic Education Sosietas: Jurnal Pendidikan Sosiologi Jurnal Ekonomi Trisakti CIVIC SOCIETY RESEARCH and EDUCATION: Jurnal Pendidikan Pancasila dan Kewarganegaraan Aurelia: Jurnal Penelitian dan Pengabdian Masyarakat Indonesia Innovative: Journal Of Social Science Research Proceeding of International Conference on Special Education in South East Asia Region Jurnal Pengabdian Kepada Masyarakat De Cive : Jurnal Penelitian Pendidikan Pancasila dan Kewarganegaraan Jurnal Pengabdian Masyarakat Indonesia (JPMI) Konstruksi Sosial: Jurnal Penelitian Ilmu Sosial Jurnal SUTASOMA Integralistik Sahur Journal Indonesian Journal of Conservation
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Journal : JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)

PENGEMBANGAN APLIKASI GAME LOGIC MENGGUNAKAN ADOBE FLASH SEBAGAI MEDIA PEMBELAJARAN FAUNA DI MADRASAH IBTIDAIYAH (STUDI : MIN 3 GUMUKMAS KABUPATEN PRINGSEWU) Puspita, Dian; Anggraeni, Leni; Pramudi, Agung
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 1, No 1 (2015): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game yang merupakan salah satu industri besar di dunia saat ini, menawarkan banyak peluang dalam industrinya, yang salah satunya adalah perancangan Game Logic. Saat ini tercatat ada sekitar 80 pengembang game aktif yang tersebar di penjuru Indonesia, di antaranya di Bandung, Jakarta, Yogyakarta, Surabaya, Salatiga dan Bali. Pada tahun 2015, Game Tebak Gambar yang merupakan salah satu Game Logic buatan anak bangsa, telah berhasil menduduki peringkat satu dalam google playstore. Yang menjadi sumber penelitian  yaitu bagaimana suatu permainan dapat bermanfaat tidak hanya sebagai media hiburan, melainkan juga sebagai media belajar. Salah satu masalah yang dapat diambil adalah   ketergantungan   seseorang   terhadap   permainan,   terutama   permainan berbasis komputer. Maka dari itu dibuatlah penelitian ini yang diharapkan dapat mempermudah para pecinta Game Logic dalam mengasah kemampuan berfikir secara logika untuk menyelesaikan suatu masalah secara cerdas guna menjadi pribadi yang lebih baik lagi dalam berfikir. Diawal game ini dijalankan akan langsung memunculkan puzle menyusun gambar  yang dapat langsung dimainkan sehingga  otak  akan  langsung merespon  untuk  segera berfikir  cepat.  game ini sangat amat sederhana, ringan, dan juga mudah diimplementasikan khususnya pada perangkat komputer berbasis windows. Dan meskipun terlihat sederhana, namun  game ini  dapat  membantu  mengasah  pola fikir dasar seseorang,  yaitu logika.
PENGEMBANGAN APLIKASI GAME LOGIC MENGGUNAKAN ADOBE FLASH SEBAGAI MEDIA PEMBELAJARAN FAUNA DI MADRASAH IBTIDAIYAH (STUDI : MIN 3 GUMUKMAS KABUPATEN PRINGSEWU) Puspita, Dian; Anggraeni, Leni; Pramudi, Agung
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 1, No 1 (2015): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54892/jpgmi.v1i1.5

Abstract

Game yang merupakan salah satu industri besar di dunia saat ini, menawarkan banyak peluang dalam industrinya, yang salah satunya adalah perancangan Game Logic. Saat ini tercatat ada sekitar 80 pengembang game aktif yang tersebar di penjuru Indonesia, di antaranya di Bandung, Jakarta, Yogyakarta, Surabaya, Salatiga dan Bali. Pada tahun 2015, Game Tebak Gambar yang merupakan salah satu Game Logic buatan anak bangsa, telah berhasil menduduki peringkat satu dalam google playstore. Yang menjadi sumber penelitian  yaitu bagaimana suatu permainan dapat bermanfaat tidak hanya sebagai media hiburan, melainkan juga sebagai media belajar. Salah satu masalah yang dapat diambil adalah   ketergantungan   seseorang   terhadap   permainan,   terutama   permainan berbasis komputer. Maka dari itu dibuatlah penelitian ini yang diharapkan dapat mempermudah para pecinta Game Logic dalam mengasah kemampuan berfikir secara logika untuk menyelesaikan suatu masalah secara cerdas guna menjadi pribadi yang lebih baik lagi dalam berfikir. Diawal game ini dijalankan akan langsung memunculkan puzle menyusun gambar  yang dapat langsung dimainkan sehingga  otak  akan  langsung merespon  untuk  segera berfikir  cepat.  game ini sangat amat sederhana, ringan, dan juga mudah diimplementasikan khususnya pada perangkat komputer berbasis windows. Dan meskipun terlihat sederhana, namun  game ini  dapat  membantu  mengasah  pola fikir dasar seseorang,  yaitu logika.
MODEL IDENTIFIKASI GAYA BELAJAR SISWA BERKEBUTUHAN KHUSUS PADA SISWA SEKOLAH ALAM PRINGSEWU DENGAN KONSEP SMART LEARNING Anggraeni, Leni; Aprianto, Rudi; Muslihudin, Muhamad
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 9, No 2 (2023): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54892/jpgmi.v9i2.235

Abstract

Special Elementary Schools (SDLB), and Integrated Education, specifically for higher education levels, are not yet available. PP No. 17 of 2010 Article 129 paragraph (3) stipulates that students with disabilities consist of students who are: visually impaired; deaf; speech impaired; mentally disabled; quadriplegic; tunable; learning difficulties; slow to learn; Autistic. This research will focus on developing a learning identification model for SLB students with the development of Android-based information technology. To achieve an optimal student learning process, an expert system identification application for learning styles for students with disabilities was designed using an Android-based Expert System with a combination of the Forward Chaining method. The development of learning style identification was carried out at the Pringsewu Natural School using a software prototyping design model with desktop and online concepts. It is hoped that the combination of applications and tools will provide convenience for users, namely schools and teachers. Implementation of an Android-based digital system with a combination of an Expert System with the Forward Chaining Method with software design using Use Case Diagrams. This application will be a medium for measuring learning styles that is more effective and efficient and has high accuracy by testing results using black box testing. The system used to describe the model and flow of this application is Use Case Diagrams, Activity Diagrams, and Class Diagrams and uses a combination of decision trees with the Expert Forward Chaining concept with the Smart Learning concept. From the test results of the application used, the system was declared feasible and good with an accuracy of 97% using it.
ANALISIS GAYA BELAJAR SISWA SEKOLAH DASAR NEGERI 2 PRINGSEWU SELATAN PADA PEMBELAJARAN BAHASA INDONESIA DENGAN MEDIA VISUAL DAN AUDITORY Puspita, Dian; Anggraeni, Leni
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 9, No 1 (2023): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54892/jpgmi.v9i1.196

Abstract

Analysis of learning styles can help educators to develop learning strategies that are more effective and in accordance with the needs of students. Relevant surveys and questionnaires to identify student learning styles. Questions in the questionnaire can relate to students' learning preferences, for example, whether they prefer to learn through reading, listening, or participating in physical activities. in-class observation to see how students respond to various teaching methods. Notice if they are more active when looking at pictures, listening to stories, or interacting directly with teachers and classmates. Identify the dominant learning style that is owned by the majority of students. Learning styles are generally divided into three categories: visual (learning through pictures and diagrams), auditory (learning through hearing and oral discussion), and kinesthetic (learning through physical movement and direct interaction). Student involvement always prioritizes student interaction and involvement in learning. By involving students actively, they will be more interested and eager to learn. A diverse and inclusive learning approach will be more effective in achieving successful learning for all students in the class.
SISTEM PENGAMANAN DAN PENGAWASAN PENGGUNAAN GADGET BAGI ANAK USIA DINI DAN REMAJA Anggraeni, Leni; Putri, Nabella Kusuma Maspa; Idris, Muhammad
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 8, No 2 (2022): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54892/jpgmi.v8i2.121

Abstract

Gadgets are communication tools that can support all aspects of gadgets, they can also have positive and negative impacts on the development of young children and adolescents, the positive impact that children get is that they are able to access all kinds of information such as global information, educational resources to get acquainted with outsiders and others. -others, but gadgets also have a negative impact such as playing games, being able to access sites that are not for children to see. This is where the role of parents is really needed to supervise the use of gadgets for children, parents should be more extra vigilant about their children's gadget use and monitor all children's activities when using gadgets. This study aims to make parents more aware and able to monitor their children's activities when using gadgets without parental assistance, while also informing parents that they need to be more careful with their children. This study also uses Android, Website, MYSQL, PHP, and HTML in making applications that will be used. The method used in this research is a questionnaire/questionnaire method, literature study, and observation. How to improve supervision of children in the use of gadgets is to create a system that can be used to monitor their children's gadget use activities. The method of supervision with this system is by entering the name and cellphone number.
DESAIN APLIKASI IDENTIFIKASI GAYA BELAJAR SISWA SEKOLAH DASAR MENGGUNAKAN WEB MOBILE Anggraeni, Leni; Khatomi, Khatomi; Trisnawati, Trisnawati
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 8, No 1 (2022): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54892/jpgmi.v8i1.119

Abstract

In general, every child or student has a different learning style. Educators or teachers should first know the ways and learning styles of their students so that they are able to choose the right teaching method so that the information and material presented can be well absorbed by students. A student must also know his own style and way of learning and be able to choose a method or way of learning that is good and in accordance with his own character. Students will learn if the material presented is interesting and they consider the material important. By applying the Research and Development (RD) method with the ADDIE approach, implementation with limited trials to find out the shortcomings and inputs about the application that has been made, namely the application of an expert system to identify student learning styles using a mobile web. Therefore, making this application aims to create an expert system to identify student learning styles that aim to get good, effective, and efficient learning outcomes and are right on target in a learning cycle as the object is students or students, and as the implementation is the teaching teacher
Co-Authors - Sapriya A, Mona Yonatha AA Sudharmawan, AA Abdul Azis Adrian , Krisna Affandi, Ideus agung setiawan Agustina, Marilin Akbar, Muhamad Saepul Akbar, Muhamad Saepul Aldiska Adelina Fitri Anggraeni, Alvi Anugrah, Anugrah Aprianto, Rudi Apriya Maharani Rustandi Arini Fauziah, Arini Fauziah Arpannudin, Iqbal Astuti, Sariyah Astuti, Sariyah Badruzaman, Dudi Baeihaqi, Baeihaqi Cecep Darmawan Cecep Darmawan, Cecep Chandra Lesmana, Chandra Dahlena, Alni Dasim Budimansyah Destra Linda Anggraeni Dian Puspita Dinn Wahyudin, Dinn Elly Malihah Evi Gusliana Fatimah, Anastasya Nurul Fauzi, Rifaldi Mukram Fauziah, Hani Firdaus, Pipin Gumilar, Agung Tesa Hariyanti Hariyanti Hasan, Muhamad Fahmi Hendri Irawan Hendri Irawan Ida Ayu Putu Sri Widnyani Ida Hamidah Idrus Affandi Ilham Hudi Aim Abdulkarim Kokom Komalasari, Ilham Hudi Aim Abdulkarim Ilsya, Marisa Noviyanti Fajrah Islam Mahdi, Muhammad Iwan Fajri Jubaedah, Edah Karim Suryadi Karim Suryadi Khatomi, Khatomi Kodrat, Hikmat Kokom Komalasari Kokom Komalasari Kurniawan, Kukun Lisa Umami Lusiana, Lisa M. Alfa Putu Iftihar, M. Alfa Putu Iftihar Marselina Jupon, Rara Masrur, Muhammad Matang Matang Maulana, Arbi Mayaningsih, Dewi Mayta Enjang Kinanti, Mayta Enjang Kinanti Miswan Gumanti Muchtar, Suwarma Al Muhamad Muslihudin Muhammad Idris Muhammad Jafar Mukarromah Nassarudin, E Hasbi Naya Syaura Binti Shariffuddin Novita Andriyani Nufus , Achmad Busrotun Nugraha, Dadi Mulyadi Nurlela Nurlela Nurlela Nurul Yunita Paramitha, Sandey Tantra Pitria Sopianingsih Pradana, Yudha Pradanna, Satrio Alpen Prakarsa, Ega Pramudi, Agung Pramudi, Agung Prasetia Nanda, Adi Priyono Putra, Tarekh Febriana Putri, Nabella Kusuma Maspa Rahmat Rahmat Rahmat Rahmat Rahmat Ramadhan, Muhamad Gilang Ramdani, Mamur Ramdhani, Hilal Rina Puspitasari Rina Wati Risma Agustina Rukman, Zeed Hamdy Rukman, Zeed Hamdy Rusmayanti, Rusmayanti Rustandi, Apriya Maharani Sabila, Amalika Sabila, Amalika Santi Sekarwangi, Santi Sekarwangi Sartika, Euis Dwi Sehadun, Fransiskus Septia Nagara, Erliza Setiawan, Mursyid Siregar, Miranda Siti Masyitoh, Iim Siti Nurbayani Sri Wahyuni Sumartik Sumarto . Syaifullah Syaifullah Syaifullah Tampubolon, Agustinus Tanshzil, Sri Wahyuni Tarekh Febriana Putra Teresa Pakpahan, Teresa Pakpahan Tri Yuni Hendrowati Trisnawati Trisnawati Tutik Wijayanti, Tutik Wadu, Ludovikus Bomans Wadu, Ludovikus Bomas Winia Waziana Yadi Ruyadi Yan Mahdi Muhamad Yesicca Risma Shinta Simanjuntak, Yesicca Risma Shinta Simanjuntak Yudha Pradana Yuri Fitrian