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PENGEMBANGAN APLIKASI GEOMETRY OF MATHEMATICS (GEOMATHICS) DENGAN METODE GAMIFIKASI UNTUK MENGATASI LEARNING LOSS PASCA PANDEMI Sephia Rahayu Purnama; Sekar Wulan Dari; Slamet Muhammad Ilham; Lina Kristianti; Tamara Jasmine Prasetyani; Aan Nurfahrudianto
JURNAL KOULUTUS Vol. 5 No. 2 (2022): JURNAL KOULUTUS
Publisher : LPPM Universitas Kahuripan Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51158/koulutus.v5i2.825

Abstract

This study originaled from students problems who identificated a learning loss during Pandemic COVID-19. Starting that problem there is a need for a learning media that can be used by students to reduce the danger of learning loss. This research was conducted with R&D approach (Research and Development), which produces a learning media by adapting the method of ADDIE.. The purpose of this research is to create an android application-based learning media, namely Geometry of Mathematics (GEOMATHICS) to overcome Learning Loss with the gamification method. The results obtained from the validation indicate that the GEOMATHICS application has met the eligibility criteria for learning media obtained from the validation results with the results of the assessment being 80% from material experts, 90% from media experts and 94% from practicing experts. With the results obtained the average assessment of learning media is 88%, which is included in the very good category and does not need to be revised. Therefore, the results of data analysis obtained have answered the problem formulation, namely the GEOMATHICS application has met the eligibility criteria to be applied in the learning process at SMP Plus Rahmat Kediri.
IMPLEMENTASI POJOK LITERASI BERBASIS GAMIFICATION MENUJU HYPERLOCAL TOURISM HUB DI DESA WISATA JOHO Ahmad Nur Auliya; Slamet Muhammad Ilham; Yorda Aditya Pangestu; Muhammad Haniif Khoirulloh Rosyid; Sephia Rahayu Purnama; Assa’adatul Kamilah; Aan Nurfahrudianto
Jurnal Locus Penelitian dan Pengabdian Vol. 2 No. 12 (2023): jurnal locus penelitian dan pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v2i12.2353

Abstract

Desa Wisata Joho adalah salah satu desa wisata potensial di Kabupaten Kediri yang terletak pada lereng kaki Gunung Wilis. Akan tetapi, pandemi COVID-19 membuat Desa Wisata Joho harus diperjuangkan kembali untuk membangkitkan kembali pesonanya yang telah redup. Berbagai permasalahan di Desa Wisata Joho secara garis besar dibagi menjadi 5 (lima) sehingga perlu adanya Pojok Literasi yang mempunyai tujuan utama yaitu menguraikan permasalahan dan menemukan solusi untuk tiap permasalahan di Desa Wisata Joho. Metode yang digunakan dalam rangka membangkitkan kembali pesona Desa Wisata Joho adalah kolektif kolegial dengan memegang teguh azaz kekeluargaan. Selain itu, dengan value lifelong learning dan metode gamification sehingga diskusi Pojok Literasi menyenangkan. Pada tahap persiapan, penulis melakukan identifikasi masalah dan kebutuhan serta perumusan bentuk intervensi. Selanjutnya pada tahap pelaksanaan, penulis melakukan Focus Group Discussion (FGD) dan Sosialisasi, Kegiatan Tahap I, Kegiatan Tahap II, Soft Launching Smart Education Village, Kegiatan Tahap III, Outbond, dan Grand Launching Smart Education Village serta Wisuda Akbar 5 (lima) Pojok Literasi. Desa Wisata Joho juga telah siap untuk melanjutkan pengembangan ke tahap Hyperlocal Tourism Hub.