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Journal : EDUMATIC: Jurnal Pendidikan Informatika

Game Edukasi Interaktif Sejarah Kerajaan Hindu-Buddha menggunakan Platform Scratch Perkasa, Rizal Arindra Esa; Wantoro, Jan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 1 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i1.25161

Abstract

The lack of effectiveness of traditional history learning methods at SMKN 1 Pedan. So, it is necessary to develop educational game learning media using the Scratch application, with the aim of fostering interest in learning and student involvement in learning the history of Hindu-Buddhist kingdoms. This research aims to produce and develop products in the form of learning media with a scratch platform for Hindu-Buddhist History subjects. This type of research is development by building or creating Scratch-based learning media. The method used in research to develop educational game media is Research and Development (R&D). The instruments used are media questionnaires, materials, observations, interviews and literature studies. The research model used is ADDIE with stages of analysis, design, development and implementation, and the data analysis technique used is descriptive statistics. Our findings show that the results of media testing are very feasible. Meanwhile, the response of users of this media in the category is very good. So, this game can be used by students to learn the History of Hindu-Buddhist Kingdoms in grade 10 SMKN 1 Pedan.
E-Learning Mata Pelajaran Informatika melalui Model Problem Based Learning berbasis Moodle Prasetyo, Galang Adi; Wantoro, Jan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 1 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i1.25264

Abstract

The method of delivering learning orally and providing notes in the form of photocopies or notes, is less effective in saving time and less maximally obtained by students. The purpose of this study is to analyze and design adaptive e-learning media that suits the needs of teachers and students at SMKN 6 Surakarta. The method used in this study is the R&D method using the ADDIE model with only the stages of analysis, design and implementation. Observations and questionnaires are used for the data collection process, and the data analysis techniques used are descriptive statistics. Our findings are to produce e-learning to support students in the application of problem-based learning methods in the classroom. The test results show that the entire functionality of the system is working properly. This system makes the learning process with problem-based learning in the classroom more flexible and accessible from anywhere, increases collaboration between students virtually, utilizes technology to present learning materials that are more interactive and engaging..