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Identifikasi Kebutuhan untuk Pengembangan Game Edukasi tentang Pengolahan Benih Kacang Hijau bagi Siswa Sekolah Dasar Elya Fitriani; Roemintoyo Roemintoyo; Sarwanto Sarwanto
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4318

Abstract

Research on educational games for managing green bean seeds is important because it can increase children's understanding of agriculture, ecosystems and environmental responsibility. This also supports the development of ecological awareness from an early age and encourages future generations to care more about nature. Therefore, this research aims to identify the need for educational games that can facilitate students learning to manage green bean seeds. The research method is mixed research. The data collected is in the form of quantitative and qualitative data. Quantitative data collection techniques through giving questionnaires to 19 elementary school students. Qualitative data was obtained from observations of learning activities with the research subject, namely Grade 5 teachers. Quantitative data was analyzed through descriptive analysis with percentages, and qualitative data was analyzed using the Bogdan and Biklen model. The results of the analysis of observation activities during learning show that teachers still dominate material delivery activities, and rarely use digital learning media because they are limited to text-based learning media. This is also reinforced by student questionnaire responses which show that the majority of students are familiar with using Android smartphones. However, their smartphone use is mostly for entertainment such as watching YouTube and playing games, not for learning purposes. From the results of this research, it is clear that there are opportunities for developing educational games because students prefer to use smartphones to access games. Furthermore, most of them expressed interest in using this educational game so they could learn the material at home.
Android-Based Digital Mathematics Learning Media For Elementary School Students: Preliminary Study Elya Fitriani; Roemintoyo Roemintoyo; Sarwanto Sarwanto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79894

Abstract

Mathematics is a subject that is less attractive to students because it is con-sidered difficult to solve the problems, plus when learning they are often lazy which can cause many problems such as lack of understanding of con-cepts, not developing creative thinking patterns, and decreased academic achievement. Therefore, this study intends to identify the needs of Android-based digital learning media that are able to facilitate students learning math-ematics in a more fun and participatory way. The research method is quanti-tative research, with the data collection instrument, namely a questionnaire. The sample involved in this research consisted of 17 fifth grade elementary school students (5). Responses from the questionnaire were then analyzed descriptively with percentages. The results of this research indicate that stu-dents are used to using Android smartphones, they also often use them, only not for learning but for watching YouTube and playing games. Most of them also want a learning application with the material content being mathematics, so they can learn the material when at home, and in the end students have more time to study than watching Youtube when playing their smartphones, so it is necessary to develop an Android-based learning media for mathematics.