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Effectiveness Of Education To Improve Ability Game For Children Learning Difficulties Additive (Study Case at SDN 1 Lamongan) Barokati, Nisaul
JURNAL LENTERA : Kajian Keagamaan, Keilmuan dan Teknologi Vol 1 No 1 (2015): March 2015
Publisher : STAI Miftahul Ula Nganjuk

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Abstract: This research is motivated by the childs learning disabilities who cannot do the sums 1-20. From roommates Researchers Gave test, the child cannot do the sums 1-20. This study aims to Prove the effectiveness of educational games for kids summation improves learning disabilities. Type of research is the Single Subject Research, with ABA design and the data analysis techniques using visual analysis chart. Measurement variables using a percentage of the number of questions answered the Correctly. From the results of this study indicate that effective educational games to Enhance the abilities of the sum of numbers for child learning disabilities in SDN 1 Lamongan So that educational games can be used as one solution to help improve the childs ability to sum numbers learning disabilities
Application Design Library With gamification concept Barokati, Nisaul
JURNAL LENTERA : Kajian Keagamaan, Keilmuan dan Teknologi Vol 3 No 1 (2017): March 2017
Publisher : STAI Miftahul Ula Nganjuk

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Abstract: The library is an effort to maintain and improve the efficiency and effectiveness of the learning process. Various means have been used to enhance the librarys role in community development. One way is to develop a concept and a different orientation in the management system or the library. The concept in question is gamification. Gamification is a process with the aim of changing jobs or activities that usually go tedious and less enjoyable to be more interesting and fun to do. One approach taken is to reward both virtual and non-virtual that can increase peoples motivation to do something, in this case, is to visit and take advantage of the functions and library facilities. This research resulted in a model that features a library application with the concept of gamification. The model can be implemented into an application that will increase visits and activities at the library. Thus the function and the main purpose of the library be met..