Hermawan, Nadya Sapta
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Pengembangan Media Pembelajaran Berbasis Gimkit Materi Perkalian Kelas V Sekolah Dasar Yuanta, Friendha; Suroso, Nur Listiana Dwi Hutami; Wulandari, Diah Ayu; Anggraini, Dwi Nadila; Hermawan, Nadya Sapta; Yosepin Betssy Tomasoa
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2575

Abstract

This research focuses on the development of Gimkit-based quiz media that emphasizes the process of creative and collaborative learning. Gimkit is an online game that can create a fun classroom atmosphere and motivate students to learn in diversity materials. The type of research used in this study is Research and development (R&D) using the Multimedia Devolopment Life Cycle development model. The stages carried out are concept, design, material collecting, assembly, testing, and distribution. The data collection techniques used are observation, questionnaires, and tests, while the data analysis techniques use qualitative and quantitative data analysis techniques. Research on the development of Gimkit-based interactive quizzes showed the results of media and material validation with a percentage of 89% stating that the Gimkit application is suitable for use as a learning medium. Thus, this Gimkit makes it easier for educators and students to explain the material and receive the material clearly and the learning goals can be achieved.
Pengembangan Media Pembelajaran Ular Tangga MEKUHI (Merah, Kuning, Hijau) pada Operasi Hitung Perkalian di Kelas IV SD Putra Bangsa Driyorejo Hermawan, Nadya Sapta; Bahtiar, Reza Syehma; Jarmani, Jarmani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3834

Abstract

This study aims to develop a snake and ladder learning media for multiplication operations in the fourth grade of SD Putra Bangsa Driyorejo. The research method used is Research and Development (R&D). In this research and development process, the procedure applied follows the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques used include observation, interviews, and student assessments. The resulting data were analyzed descriptively quantitatively and qualitatively. Based on the analysis results, the MEKUHI snake and ladder learning media can facilitate students' understanding of the material. The results of this study indicate that (1) the MEKUHI snake and ladder learning media is appropriately developed and feasible to use, as it aligns with the learning objectives, and (2) the MEKUHI snake and ladder learning media can help students understand the material more easily and increase student engagement in the classroom.
Pengembangan Media Pembelajaran Berbasis Gimkit Materi Perkalian Kelas V Sekolah Dasar Yuanta, Friendha; Suroso, Nur Listiana Dwi Hutami; Wulandari, Diah Ayu; Anggraini, Dwi Nadila; Hermawan, Nadya Sapta; Yosepin Betssy Tomasoa
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2575

Abstract

This research focuses on the development of Gimkit-based quiz media that emphasizes the process of creative and collaborative learning. Gimkit is an online game that can create a fun classroom atmosphere and motivate students to learn in diversity materials. The type of research used in this study is Research and development (R&D) using the Multimedia Devolopment Life Cycle development model. The stages carried out are concept, design, material collecting, assembly, testing, and distribution. The data collection techniques used are observation, questionnaires, and tests, while the data analysis techniques use qualitative and quantitative data analysis techniques. Research on the development of Gimkit-based interactive quizzes showed the results of media and material validation with a percentage of 89% stating that the Gimkit application is suitable for use as a learning medium. Thus, this Gimkit makes it easier for educators and students to explain the material and receive the material clearly and the learning goals can be achieved.