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Development Of Math Blind Game With Voice And QR-Code As Learning Media For Blind Students Arimbi, Qyara Melia; Irmita, Luthfia Ulva; Wardaya, Anton
International Journal of Research in Education Vol 4, No 1 (2024): Issued in January 2024
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/ijre.v4i1.15282

Abstract

Math is a lesson that is difficult for children in Indonesia to understand. Especially in children with visual or blind disorders. This disorder makes it difficult for metematics to study, for in matematics it takes sight to read material to enhance the learning system. This study was developmental research that aimed to describe the result of instructional media development of math blind game with voice and QR code and describe their understanding after using math blind game with voice and QR code as learning media at special needs elementary school. The subject of this study is blind students grade 4th – 6th . The research model used was ADDIE development model (analysis, design, development, implementation, and evaluation). Data were collected using test and questionnaire to know their understanding of math blind game with voice and QR code as lerning media. The result showed that blind students responded positively with an average score of SUS score 83,75 (grade A). Therefore, it can be concluded that math blind game with voice and QR code can be used in teaching and learning activity to improve blind students’ understanding about matematics.
Pengaruh Kemampuan Teknologi Digital Terhadap Prestasi Siswa SMA di JABODETABEK Wardaya, Anton; Budi Kurniawan, Novianto; Hadumaon Siagian, Tiodora
Improvement: Jurnal Ilmiah untuk Peningkatan Mutu Manajemen Pendidikan Vol. 9 No. 1 (2022): Improvement: Jurnal Ilmiah Untuk Peningkatan Mutu Manajemen Pendidikan
Publisher : Program Studi Manajemen Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/improvement.v9i1.27465

Abstract

Abstarct : This study aims to determine the influence of digital technology capabilities on the achievement of high school students in Jabodetabek. This study used a quantitative type of research. The population in this study is high school students in Jabodetabek. The sampling technique is carried out with a non-probability sampling technique of incidental sampling type. Furthermore, calculations were carried out using the Slovin Formula so that a sample of 200 students was obtained. The data collection techniques used are questionnaires, documentation and interviews. The research data was further analyzed using simple linear regression analysis with the help of SPSS 16.0. The results of the data analysis obtained that the sig value was 0.00, so reject Ho so that it can be concluded that there is an influence of digital technology capabilities on student achievement. The influence of technological ability on student achievement is 51.80% and the remaining 48.20% is influenced by other variables.