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Peningkatan Produktivitas Insan Pendidikan Ditengah Pandemi Covid-19 Ramdan, Galih Muhammad; Putri, Anisa Devisa; Sholahudin, Hary; Munajat, Ikbal; Apriliani, Insani; Jaya, Mochamad; Azmi, Muhammad; Alhakeem, Reinalgy Azni; Zulfiansyah, Rezky; Asgara, Zidan; Nashrulloh, Muhammad Rikza
Jurnal PkM MIFTEK Vol 3 No 1 (2022): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.3-1.1292

Abstract

Responding to the spread of the COVID-19 pandemic, the Indonesian government implemented a series of policies, one of which is distance learning. This approach is expected to be able to minimize social interaction and reduce the number of positive cases of COVID-19. Although in its implementation distance learning is considered not optimal. Along with the development of information and communication technology. People find alternative social interactions through virtual communities. In an effort to optimize the potential of distance learning. Devotion is done to the virtual community who are people of education. The method used is in the form of input, problem solving and output stages through a series of webinars and dissemination of educational content through social media. Aiming to increase the productivity of education personnel during the COVID-19 pandemic. The conclusion results state that there has been an increase in capacity related to productivity in education personnel from what was very poor to very good.
DESIGN OF A PLANE FIGURE MATHEMATICS EDUCATION GAME FOR CLASS IV STUDENTS BASED ON ANDROID Heryanto, Deni; Tri Julianto, Indri; Apriliani, Insani; Agreindra Helmiawan, Muhammad
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.1413

Abstract

Mathematics is a branch of knowledge related to developing abstract concepts, structures, and relationships in the form of numbers, symbols, and patterns. The issue some students still have trouble recalling formulas, doing division in one of the flat shape materials, and doing multiplication using the formula for the perimeter and area of flat shapes. This research discusses the design of educational games to help fourth-grade students learn flat-shape mathematics. Interviews were conducted with class IV teachers at SDN Sirnajaya Five in conveying material to students; they did not use learning media or visual aids. The problem that often arises is that some students still need help learning flat-shape mathematics. This research aims to build a flat-shape math educational game application for fourth-grade students so that these students can quickly understand the basics of flat-shape material, the definition of flat shapes, formulas, and the properties of flat shapes. The method used is the Multimedia Development Life Cycle (MDLC), a pattern for developing software systems consisting of Concept, Design, Material Collecting, Assembly, Testing, and Distribution stages, which form a workflow for planning and controlling the design of Educational Game applications. This research results in an Android-based flat-shape mathematics educational game application.