Mira Amelia
Universitas Pendidikan Indonesia

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Pengembangan Media Pembelajaran : Aplikasi Fun Edu’kids Islamic Berbasis Ibuildapp Pada Materi Kisah Keteladanan Para Nabi di Kelas V SD Novianti Novianti; Mira Amelia; Melly Sri Wahyuni; Ani Nur Aeni
JURNAL JENDELA PENDIDIKAN Vol. 2 No. 02 (2022): Jurnal Jendela Pendidikan: Edisi Mei 2022
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v2i02.198

Abstract

Berkembang pesatnya teknologi yang selaras dengan ilmu pengetahuan dengan tiada hentinya. Banyak perubahan teknologi dari konvensional menjadi digital. Maka dibutuhkan inovasi media edukatif berbasis teknologi yang dapat mempermudah belajar islami untuk anak. Aplikasi Fun Edu’kids Islamic berbasis Ibuildapp menyediakan materi dakwah tentang kisah keteladanan para nabi dengan berbagai bentuk yaitu video, audio, dan gambar untuk para da’i da’iyah kelas lima SD. Tujuan penelitian ini untuk meningkatkan wawasan dan keterampilan da’i da’iyah dalam berdakwah dengan membawa dampak perkembangan terhadap karakter generasi muda supaya kelak tumbuh menjadi manusia yang berkhlak mulia dan berbudi pekerti luhur. Penelitian ini menerapkan metode model Design and Development (D&D). Metode pada pengumpulan data menggunakan angket melalui google form.
THE EFFECT OF GAME SUITS ON STUDENT MOTIVATION AND LEARNING OUTCOMES ON SUMMATION MATERIAL Mira Amelia; Isrok'atun; Dety Amelia Karlina
Jurnal Cakrawala Pendas Vol. 10 No. 1 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i1.7292

Abstract

This research was motivated by the paradigm of grade II students who consider counting difficult. The fact found in the field is that the learning pattern is not fun so that students do not like and are not motivated to learn mathematics. The purpose of this study was to find out how game suits affect student motivation and their learning outcomes about addition in grade II. In addition, this study also determined whether game suits help students in improving students' numeracy skills related to summation operations. This study used quasi-experimental research with a non-equivalent control group design. The sample in this study was grade II students totaling 60 students. The motivation data collection technique is questionnaire, while learning outcome data is pretest and posttest. Data analysis techniques are performed using SPSS 23 for windows with t-test. The results of this study show that game suits in mathematics learning activities on addition material have a significant effect on increasing student learning motivation and have a significant effect on improving student learning outcomes.