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Pengembangan Mibox Berbasis Gamifikasi Sebagai Alternatif Mengatasi Learning Loss Pada Peserta Didik Tunanetra Sudarmawan, Warta; Auliya, Ahmad Nur; Pangestu, Yorda Aditya; Antoni, Olivvia; Nurfahrudianto, Aan
Nusantara of Research : Jurnal Hasil-hasil Penelitian Universitas Nusantara PGRI Kediri Vol 11 No 1 (2024)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/nor.v11i1.21292

Abstract

This research began with the problems of blind students who experienced learning loss during the COVID-19 pandemic. Starting from this problem, there is a need for learning media that can be used by blind students to reduce the danger of learning loss. This research was carried out using an R&D (Research and development) approach, which produced learning media by adapting the method from ADDIE. The aim of this research is to create a learning media, namely the Magical Braille Box (MIBOX) with a gamification method to overcome post-pandemic learning loss. The research results obtained from validation show that the MIBOX application has fulfilled the acceptability aspect of learning media obtained from validation results with assessment results of 80% from material experts, 90% from media experts and 94% from practitioner experts. The average results obtained for the learning media assessment were 88%, which is in the very good category and does not need to be revised. Thus, the results of the data analysis obtained have answered the problem formulation, namely MIBOX has fulfilled the validity aspect to be applied in the learning process at SLB Raharja Sejahtera Kandangan Kediri
UPAYA MENINGKATKAN MOTIVASI BELAJAR PADA PEMBELAJARAN MATEMATIKA: SYSTEMATIC LITERATURE REVIEW Auliya, Ahmad Nur; Katminingsih, Yuni; Widodo, Suryo
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 11 No. 3 (2024)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v11i3.3746

Abstract

Penelitian ini bertujuan untuk mengkaji upaya yang dapat dilakukan untuk meningkatkan motivasi belajar pada pembelajaran matematika. Metode yang digunakan adalah systematic literature review dengan memanfaatkan protokol PRISMA (Preferred Reporting Items for Systematic Review and Meta-Analyses) dalam proses penentuan data yang sesuai. Hasil penelitian diperoleh kajian literatur 20 artikel yang diakses melalui Google Scholar dengan bantuan aplikasi Publish or Perish. Dari hasil penelitian, penerapan model pembelajaran Problem Based Learning (PBL) dan media pembelajaran Augmented Reality (AR) merupakan upaya yang paling banyak dilakukan untuk meningkatkan motivasi belajar matematika. Selain PBL dan AR, terdapat beberapa upaya lain yang dapat dilakukan untuk meningkatkan motivasi belajar, antara lain dengan menerapkan metode Discovery Learning, Make A Match, Realistic Mathematic Education, PAKEM (Pembelajaran Aktif, Kreatif, Efektif, dan Menyenangkan), Teams Games Tournament, Matematika Realistik, Project Based Learning, Gamifikasi, dan E-Learning dalam pembelajaran matematika.