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Search Management of the Game

Management Of The Use Of Educative Game Equipment In Improving Children's Fine Motor Skills In Ra Fathul Hikmah Jelekong Nuron Rhamdani; Rudi Alam; Muhammad Faiz Habibi; Deti Rostini; Emay Mastiani
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7511

Abstract

Latar belakang penelitian ini adalah keterampilan motorik halus dibutuhkan media tertentu untuk meningkatkan motivasi dan menarik minat anak dalam belajar. Untuk itu diperlukan sumber belajar yang dapat membantu guru dalam mengajar dan melatih perkembangan keterampilan motorik. Akan tetapi, guru jarang memanfaatkan penggunaan media secara maksimal. Penelitian ini bertujuan untuk mendeskripsikan manajemen penggunaan alat permainan edukatif (APE) dalam meningkatkan motorik halus anak. Penelitian ini menggunakan metode kualitatif deskriptif. Subjek dalam penelitian ini adalah manajemen pembelajaran, motivasi belajar, dan peserta didik. Deskripsi hasil penelitian disajikan dalam uraian kata-kata. Hasil penelitian menunjukan bahwa manajemen penggunaan alat permainan edukatif (APE) untuk Meningkatkan Motorik Halus Anak di RA Fathul Hikmah, secara umum ditemukan bahwa manajemen penggunaan alat permainan edukatif yang dilaksanakan di RA Fathul Hikmah Jelekong sudah cukup baik, dari mulai perencanaan, pengorganisasian, pelaksanaan hingga pengawasan.
PENGARUH GAME EDUKASI MARKISAH (MARI KITA PILAH SAMPAH) DALAM MENINGKATKAN KEMAMPUAN WASTE MANAGEMENT ANAK USIA 5–6 TAHUN Zahra Mahbubah; Melia Dwi Widayanti; Fatiha Khoirotunnisa Elfahmi; Sri Widayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43183

Abstract

The waste problem remains a serious issue, necessitating the instilling of environmental awareness from an early age. Observations at Puri Cendekia IES Kindergarten indicate that children aged 5–6 years are unable to properly separate organic and inorganic waste, as their practice is limited to disposing of waste appropriately. This study aims to see the efect of the MARKISAH (Let's Sort Waste) educational game to improve children's waste management skills. The pre-experimentmethod used the ADDIE model, involving 14 children in Group B. Data were collected through expert validation, teacher response questionnaires, pretests and posttests. Data were then analyzed descriptively and quantitatively using N-Gain. The results showed that the MARKISAH game was effective, with an N-Gain value of 0.7390 (73.90%), in the high category. Thus, this game is proven to be feasible and effective in helping children understand and correctly separate organic and inorganic waste.
Digital Asset and Records Management towards Digital Preservation: A Practitioner’s Perspective from an Indonesian Game Development Studio Yuliana, Bernika Dwi Herdiyanti
Khazanah: Jurnal Pengembangan Kearsipan Vol 19, No 1 (2026): Mei 2026
Publisher : Perpustakaan dan Arsip Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/khazanah.108536

Abstract

This study examines the challenges associated with implementing digital asset and records management practices within the context of a fast-paced creative environment that prioritizes project completion. Drawing upon three years of experiential and reflective practice within creative teams in the Indonesian game industry, this paper reflects the author's experiences and thoughts on strategies employed to address challenges in local game studio development, including limited awareness of digital asset and records management, inconsistent file naming conventions, and disorganized folder structures. These challenges can hinder effective collaboration and diminish long-term usefulness of development materials in studio environment. However, through the implementation of standardized operating procedures (SOPs), staff training, file reorganization, regular backups, access control management, and strategic communication with management, the studio has made notable improvements in digital asset and records management practices, laying the groundwork for further enhancement.
AR Technology Educational Game for Inspiring Students to Implement Zero Waste Management Nur Fatihah Izzati Mohd Hairunnizam; Nadia Akma Ahmad Zaki
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 8 No 1: March 2026
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijortas-0801.890

Abstract

Alongside Malaysia's population expansion, the amount of waste being thrown away has continuously increased, with the majority of it ending up in landfills. AR bridges the gap between abstract ideas and real-world experiences by allowing students to see and interact with virtual objects and information in the actual world. 5Rs-AG (AR Technology Educational Game for Inspiring Students to Implement Zero Waste Management) app is a mobile application that has AR technology in it to assist target users like students, local communities also UPSI students to learn and as for teachers to use as a learning aid in the learning process in school. The objective of this research is to identify significant elements of creating an effective learning aid by developing an AR mobile game about the 5Rs of zero waste management, develop the prototype in the mobile application AR Game also evaluate the usability of the developed prototype AR Game. The method that is being used is the Evolutionary Prototyping model. The evaluation is conducted using the System Usability Scale (SUS). Random 18 respondents are participated answering the Evaluation Form. From the analysis finding, the mean from all the statements is 3.84 which represents all the respondents are Agree and the SUS Final Score is 71.80 that represents as Good. Thus, using AR technology is the best way for students to learn interactively about waste management.
ANALISIS KECANDUAN GAME ONLINE HIGS DOMINO ISLAND DAN PENANGANANNYA MENGGUNAKAN TEKNIK SELF MANAGEMENT Armin; Edison
Frame (Jurnal Ilmiah Mahasiswa) Vol. 2 No. 02 (2023): FRAME (Jurnal Imiah Mahasiswa)
Publisher : Program Studi Bimbingan dan Konseling

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/frame.v2i02.4987

Abstract

Tujuan penelitian ini untuk mengetahui gambaran permasalahan tentang siswa yang mengalami kecanduan game online higs domino island, penyebab siswa mengalami kecanduan game online serta bentuk penanganan konseling individual dengan teknik self management untuk mengatasi sisiwa yang mengalami kecanduan game online higs domino island penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian studi kasus. Subyek penelitian ini berjumlah satu orang siswa kelas XI SMA Negeri 1 GU. Metode pengumpulan data yang digunakan yaitu observasi dan wawancara, dengan tahapan studi kasus yaitu identifikasi masalah, diagnosis, prognosis, pelaksanaan treatment dan evaluasi. Hasil dari penelitian ini adalah (1) permasalahan kecanduan game online higs domino island yang dialami konseli memberikan dampak negative bagi siswa itu sendiri (2) penyebab siswa mengalami kecanduan game online higs domino island karena penasaran terhadap game yang dimainkan, rasa bosan, ketidak mampuan dalam mengatur prioritas, kurangnya self control dalam diri siswa, kurang memiliki hubungan sosial yang baik dan kurangnya perhatian dari orang terdekat (3) penanganan yang diberikan adalah layanan konseling individual menggunakan teknik self management yang berperan untuk membantu siswa dalam mengatur waktunya sehinggah bisa mengontrol diri dalam bermain game online higs domino island. Dari hasil penelitian ini dapat disimpulakan bahwa dengan pemberian layanan konseling individu menggunakan teknik self management dapat mengurangi perilaku kecanduan game online higs domino island yang dialami siswa

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