Muhamad Rusli, Muhamad
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RANCANG BANGUN GAME PETUALANGAN HANOMAN DI ALENGKA BERBASIS HTML 5 Dani Yanti, Ni Luh Putu; Rusli, Muhamad; Surya Arnawa, IB Ketut
JOSINFO : Jurnal Online Sistem Informasi Vol 1, No 1 (2015)
Publisher : JOSINFO : Jurnal Online Sistem Informasi

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Abstract

Bermain game merupakan salah satu cara untuk melepaskan kejenuhan dan kepenatan setelah seharian beraktifitas. Game juga mampu menjadi media yang mudah dan bisa dimainkan dimana saja dan kapan saja. Game adalah sarana efektif  bagi orang-orang yang selalu disibukkan oleh rutinitas dan tidak memiliki waktu luang untuk berlibur. Dengan memanfaatkan teknologi saat ini maka penulis merancang sebuah game petualangan hanoman di alengka dengan menggunakan  Construct 2 berbasis HTML 5. Game edukasi ini dibuat sesuai dengan cerita pewayangan ramayana yaitu hanoman sebagai pemain untuk mengalahkan rahwana dan prajurit untuk bertemu dengan dewi shinta. Game pewayangan hanoman diharapkan bisa membantu orang tua dan guru didik dalam pengenalan tokoh pewayangan ramayana kepada pemain game terutama anak-anak. Kata kunci: Game Edukasi,Hanoman, Construct 2, dan HTML5 
MENINGKATKAN HASIL BELAJAR BAHASA INGGRIS MELALUI PENERAPAN STRATEGI REACT (Relating, Experiencing, Applying, Cooperating, And Transferring) PADA MATERI TEXT DESCRIPTIVE DI KELAS X 1 SMA NEGERI 10 PEKANBARU Rusli, Muhamad
Perspektif Vol 8 No 1 (2017): Perspektif Pendidikan dan Keguruan
Publisher : UIR Press

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Learning is a process by which a person undertakes to gain a whole new behavioral change, as a result of his own experience in interaction with the environment. Dimyati and Mudjiono also revealed that learning is a complex student behavior and behavior. As an action, learning is only experienced by the students themselves. A teacher must be able to define, select and apply appropriate learning strategies so as to solve existing learning problems and ultimately can achieve competence or learning objectives optimally.Strategy is a plan or steps that are carried out systematically that has a system to facilitate the implementation of activities to achieve the goals specified. Learning is only one-way oriented, students tend to rely on information from teachers only, the interaction between students in the discussion is still lacking so that student learning outcomes are less satisfactory.Based on the learning conditions need to be applied strategy that is able to build the learning process and can guide students to understand the concept of learning given the REACT strategy. The REACT strategy (Relating, Experiencing, Applying, Cooperating, and Transferring) is a contextual learning strategy consisting of five elements, namely relating, experiencing, applying, cooperating, and transferring Transfer). Based on the result of the research, the result of learning is increased from the first cycle, second cycle and third cycle respectively (73,61%), (80,00%) and (83,40%).