Claim Missing Document
Check
Articles

Found 2 Documents
Search

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
PANCANAKA : INOVASI MEDIA PEMBELAJARAN GAME VISUAL NOVEL BERBASIS ETNOMATEMATIKA PADA MATERI POLA BILANGAN Pangestu, Yorda Aditya; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 1 (2025)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i1.4990

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran game visual novel berbasis etnomatematika untuk sarana belajar dan adaptasi teknologi. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis dilakukan analisis kebutuhan; tahap desain melibatkan pembuatan media pembelajaran PANCANAKA; tahap pengembangan mencakup mengukur kelayakan media pembelajaran PANCANAKA; tahap implementasi dilakukan uji coba pada kelompok kecil; dan tahap evaluasi untuk mengevaluasi pengembangan media. Hasil validasi oleh ahli media menunjukkan nilai 97,8% (sangat layak), validasi oleh ahli materi 77,8% (layak), dan validasi oleh praktisi 88,9% (sangat layak). Hasil respon siswa untuk kepraktisan media pada uji coba kelompok kecil menunjukkan nilai rata-rata 91,6%(sangat baik). Media pembelajaran PANCANAKA dinyatakan layak dan praktis digunakan dalam pembelajaran matematika pada materi pola bilangan.