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Simaksaja: visual novel game with TyranoBuilder software for Islamic moderation in elementary schools Ibda, Hamidulloh; Aniqoh, Aniqoh; Muntakhib, Ahmad; Mar’atussolichah, Mar’atussolichah; Fadhilah, Trifka Dila; Rakhmawati, Nurma Febri
International Journal of Electrical and Computer Engineering (IJECE) Vol 14, No 3: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v14i3.pp2955-2964

Abstract

The study aims to determine the development, feasibility, and effectiveness of the Simaksaja game. The research was conducted due to the lack of development of digital games based on religious moderation in elementary schools. This research and development refer to the analysis, design, development, implementation, and evaluation (ADDIE) type of Dick, Carey, and Carey model. Data were collected through student and teacher needs analysis, media expert and material expert validation tests, effectiveness tests, structured observation, in-depth interviews, and document study. The research subjects were 46 teachers and 46 students for the needs analysis and effectiveness test in 2 schools in the District and City of Magelang. The research findings stated that the game features character-driven material, the introduction of the characters Ning and Gus, and quizzes. Based on the feasibility test, the game expert scored 72%, the moderation material expert 88%, and the Aswaja Annahdliyah material expert 72%, and it was feasible to use. This game is effective based on the effectiveness test in two elementary schools, scoring 80% from the educators’ response and 87% from the students’ response. The novelty of the research is that the TyranoBuilder game contains religious moderation characters, Aswaja Annahdliyah, Pancasila student profile, and Rahmatan Lil Alamin student profile.
PEMBERDAYAAN GURU PJOK DALAM MENGEMBANGKAN GAME EDUKASI BERBASIS OLAHRAGA MELALUI WONG GEMAS Al Hakim, Muhammad Fadloli; Mar’atussolichah, Mar’atussolichah; Khusnaeni, Rizal
Insanta : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2025): INSANTA: JURNAL PENGABDIAN KEPADA MASYARAKAT, Volume 3 Nomor 1, Januari 2025
Publisher : LPP ARROSYIDIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61924/insanta.v3i1.46

Abstract

Di era serba digital ini, seorang guru juga harus menyesuaikan situasi dan kondisi. Terlebih pada aspek mengajarnya, karena siswa MI/SD sekarang sudah mengenal aplikasi-aplikasi digital yang memudahkan mereka untuk mencari informasi, akan tetapi jika mereka menyalahgunakan gadget tersebut, maka yang akan terjadi akan berdampak negatif bagi siswa itu sendiri. Atas dasar hal tersebut diatas, peneliti ingin membuat sebuah inovasi pembelajaran, khususnya di mata pelajaran PJOK. Metode kegiatan pengabdian pada masyarakat ini yaitu Praktek Pengembangan Masyarakat (Community Development Practice). Pertama, Mulai. Kedua, pembentukan tim. Ketiga, perumusan tujuan. Keempat, identifikasi stakeholders. Kelima, pengumpulan dan analisis kebutuhan. Keenam, penentuan prioritas solusi masalah. Ketujuh, persiapan. Kedelapan, implementasi. Kesembilan, pendampingan. Kesepuluh, review dan evaluasi. Kesebelas, penentuan kebutuhan dan sasaran baru. Keduabelas, selesai / final. Pada tahap ini pengabdi membuat laporan akhir pengabdian. Pengabdian kepada Masyarakat Pembedayaan Guru PJOK melalui Workshop Game Edukasi (Wong Gemas) sangat bermanfaat untuk para peserta. Hal tersebut dapat dilihat dari antusiasnya para para peserta dalam mengikuti workshop tersebut. Pembelajaran PJOK di MI/SD memang masih minim inovasi media pembelajaran. Guru PJOK dalam hal ini menjadi penentu sukses tidaknya tujuan pembelajaran itu sendiri. Workshop ini diharapkan dapat membangkitkan semangat mengajar para guru PJOK, dan minimal mereka menyadari bahwa ternyata membuat game edukasi tidak sesulit yang mereka kira. Game edukasi ternyata mudah dibuat dengan memasukkan beberapa unsur sesuai tema yang dipilih.
Benkangen game: Digital media in elementary school Indonesian language Mar’atussolichah, Mar’atussolichah; Ibda, Hamidulloh; Al Hakim, Muhammad Fadloli; Faizah, Faizah; Aniqoh, Aniqoh; Mahsun, Mahsun
Journal of Education and Learning (EduLearn) Vol 18, No 2: May 2024
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v18i2.21091

Abstract

The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (RD) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning, development, implementation, and evaluation. Data collection techniques are questionnaires, in-depth interviews, observations, and documentation that present the results regarding innovation, features, applications, and the impact of using the benkangen game in learning Indonesian in elementary school. The subjects of this study were 25 teachers from 25 elementary schools, and 66 students from 10 elementary schools in Magelang district and Magelang city. The results showed innovation in the development of game applications based on Magelang local wisdom with game features in the form of puzzles of Magelang culture and local wisdom, Indonesian language learning materials packaged in the form of questions accompanied by the number of points in each answer, and audio that reflects local wisdom in Central Java. The novelty of this research is the development of the benkangen game based on Magelang local wisdom, which still needs to be developed by teachers in Indonesia. Future research needs to explore the innovation of Indonesian language learning games through the latest software.