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Creative Teaching Strategies to Improve Achievement and Motivation of Higher Education Students in Indonesia Siti Inayatulloh; Abdul Rivai Saleh Dunggio; Nurjanis Nurjanis; Eka Uliyanti Putri br Bangun
At-Tasyrih: jurnal pendidikan dan hukum Islam Vol. 9 No. 1 (2023): At-Tasyrih: Jurnal Pendidikan dan Hukum Islam
Publisher : P3M IAI Nusantara Batang Hari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/attasyrih.v9i1.204

Abstract

Education is a human need that must always develop according to time. The rapid development in the world of education and technology is a benchmark for the quality of increasing the achievement and motivation of higher education students in Indonesia. Therefore, to improve achievement and motivation to learn, the strategy taken is to make changes in terms of learning which is usually too menotonous now no longer, so as a lecturer must be able to create creative teaching strategies so as to improve the achievement and motivation of college students to learn even better, the strategy is to stop changing the way of learning that has been usually too monotonous. Therefore, as a lecturer must be able to develop creative teaching strategies to be able to improve student learning achievement and strengthen motivation, with a more interesting and fun learning strategy so that students are more enthusiastic about learning. The purpose of this study was to determine creative teaching strategies to improve the achievement and motivation of college students in Indonesia. This research method uses quantitative research methods, where the data is obtained from the results of distributing questionnaires online. The results showed that creative teaching strategies were able to improve student achievement and motivation. From this research, it can be concluded that the application of creative teaching strategies which aims to improve student achievement and motivation to learn has proven to be effective. The limitation of this study is that researchers can only conduct research on teaching strategies when there are many more strategies that can increase student creativity and motivation. The researcher hopes that future researchers can conduct research related to teaching strategies to increase student creativity and learning motivation but by using other strategies. This study also recommends that future researchers make this research a reference in conducting research on improving student creativity and motivation through teaching strategies.
Pengembangan Media Pembelajaran Bahasa Indonesia Berbasis Game Edukasi Untuk Anak Mts di Tangerang M. Fauzie Akbar; Fiqih Hana Saputri; Siti Maisaroh; Eka Uliyanti Putri Br Bangun
JURNAL TOPIK GLOBAL Vol 2, No 1 (2023): JURNAL TOPIK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jtopikglobal.v2i1.8938

Abstract

Penelitian ini memiliki tujuan untuk menghasilkan dan menguji kelayakan game edukasi mata pelajaran bahasa Indonesia menggunakan software RPG Maker MV. Game ini berisi materi pelajaran bahasa Indonesia dimana game tersebut digunakan sebagai media pembelajaran di MTS Wujuhul Khair. Metode penelitian yang digunakan dalam pembuatan game RPG ini adalah Rapid Application Development (RAD) dimana tahapan penelitiannya berupa rencana kebutuhan, Proses Desain, dan Implementasi. Tahap rencana kebutuhan mencakup identifikasi tujuan dari aplikasi atau sistem serta melakukan identifikasi kebutuhan informasi untuk mencapai tujuan tersebut. Tahapan dalam proses desain mencakup proses desain dan melakukan perbaikan-perbaikan apabila masih terdapat ketidaksesuaian desain antara user dan analyst. Selanjutnya merupakan tahap implementasi, serta melakukan perbaikan-perbaikan apabila masih terdapat ketidaksesuaian desain antara user dan analyst. Langkah terakhir adalah tahap implementasi, pada tahap ini programmer mengembangkan desain menjadi suatu program yang dapat diuji. Dari hasil penelitian ini, peneliti berhasil menciptakan sebuah game edukasi bahasa Indonesia.
Efektivitas Game RPG Maker MV dalam Edukasi Lingkungan pada Siswa Sekolah Dasar Amalia Putri Mardani; Tiara Choirundhini Mawardi; Muhammad Iqbal Hanafri; Eka Uliyanti Putri Br Bangun
Progresif: Jurnal Ilmiah Komputer Vol 21, No 2 (2025): Agustus
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v21i2.2913

Abstract

Interactive 2D educational game based on RPG Maker MV is an innovative learning media that combines the concept of role-playing game (RPG) with educational material to create an interesting learning experience. The development of digital technology encourages the transformation of education, one of which is through interactive and accessible educational games. This research developed an environmental-themed game for elementary school students using the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC) method, which includes six stages: concept, design, material collection, manufacture, testing, and distribution.  Based on the calculation of the feasibility level, the level of respondent satisfaction obtained from filling out the questionnaire reached 91.81% of the total 40 respondents. This finding proves that this 2D educational game is effective in increasing learning motivation, understanding environmental concepts, and fostering positive student behavior. Thus, the development of RPG Maker MV-based games using MDLC can be an innovative solution to create more interactive and effective learning at the elementary school level.Keywords: 2D educational game; RPG Maker MV; Environmental awareness; Elementary school.   AbstrakGame edukasi 2D interaktif berbasis RPG Maker MV adalah media pembelajaran inovatif yang menggabungkan konsep Role-Playing Game (RPG) dengan materi edukasi untuk menciptakan pengalaman belajar yang menarik. Perkembangan teknologi digital mendorong transformasi pendidikan, salah satunya melalui game edukasi yang interaktif dan mudah diakses. Penelitian ini mengembangkan game bertema lingkungan untuk siswa SD menggunakan metode Multimedia Development Life Cycle (MDLC) versi Luther-Sutopo, yang meliputi enam tahap: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi.  Berdasarkan hasil perhitungan tingkat kelayakan, tingkat kepuasan responden yang diperoleh dari pengisian kuesioner mencapai 91,81% dari total 40 responden. Temuan ini membuktikan bahwa game edukasi 2D ini efektif dalam meningkatkan motivasi belajar, pemahaman konsep lingkungan, dan menumbuhkan perilaku positif siswa. Dengan demikian, pengembangan game berbasis RPG Maker MV menggunakan MDLC dapat menjadi solusi inovatif untuk menciptakan pembelajaran yang lebih interaktif dan efektif di tingkat sekolah dasar.Kata kunci: Game edukasi 2D; RPG Maker MV; Kepedulian lingkungan; Sekolah dasar.