17 research outputs found

    The development of a gamebook for education

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    Mobile technologies are becoming very accessible to students, due to advances in the development of technology and a simultaneous decline in hardware costs. In this way, it is relevant to consider the potential of these devices in teaching and learning. Our research was designed to evaluate the possibility of creating gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools for making ebooks we find out that these tools were not appropriate creating gamebooks. This paper presents a novel interactive book, the gamebook (g-book): a book with a story that can be read sequentially or not. The main difference refers to the ability to choose different paths to the main characters or the unfolding of the history, as happens in games. We built a model of a dynamic book that functions as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9-10 years old, in Portuguese schools. This paper presents the design and features of this g-book titled "Adventures in the Guadiana River", implemented with the Unity3D platform that can be explored in iPhones, iPads, Android mobile devices and web browsers for the OSX and Windows platforms. Preliminary tests with our prototypes revealed very good usability and promising pedagogical potential in the proposed models.info:eu-repo/semantics/publishedVersio

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    KEEFEKTIFAN ANIMATED SIMULATION BOOK (AS BOOK) UNTUK MELATIH KETERAMPILAN PROSES SAINS DASAR DALAM PEMBELAJARAN FISIKA

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    Penelitian ini memiliki tujuan untuk menguji keefektifan Animated Simulation Book (AS Book). Aspek keefektifan AS Book meliputi, keterampilan proses sains dan respon siswa. Penelitian ini adalah penelitian eksperimen dengan menggunakan one shoot case study. Instrumen penelitian yang digunakan adalah lembar observasi keterampilan proses sains dan angket respon siswa. Teknik pengumpulan data yang digunakan dalam penelitian adalah observasi dan angket respon. AS Book ini diujicobakan secara terbatas pada 20 siswa kelas X SMA Muhammadiyah 9 Surabaya pada bulan April 2018. Keefektifan AS Book untuk melatihkan keterampilan proses sains dasar memenuhi kategori sangat baik dengan persentase keterampilan proses sains dari angket respon siswa (96,48%) dan persentase keteramplan proses sains dari lembar observasi keterampilan proses sains (85%). Persentase respon siswa terhadap AS Book (97%)

    PENGEMBANGAN MEDIA PEMBELAJARAN AUDIO VISUAL BERBASIS ANIMASI KOMPETENSI DASAR MENGANALISIS SURAT NIAGA DI SMK 2 KRIAN

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    Abstrak Pendidikan memiliki peran penting dalam meningkatkan kualitas sumber daya manusia agar dapat bersaing khususnya dalam dunia kerja mendatang. Pemerintah telah banyak melakukan inovasi untuk memperbaiki kualitas pendidikan di Indonesia dari segi tenaga pengajar, fasilitas, kurikulum. Salah satu fasilitas penting yang dapat menunjang berhasilnya pendidikan yaitu teknologi, pada era berkembangnya teknologi dapat dimanfaatkan sebagai sarana untuk mendukung proses pembelajaran. Media pembelajaran audio visual berbasis animasi memiliki daya tarik sehingga bukan hanya dapat menerangkan materi yang sulit tetapi media animasi juga dapat menarik perhatian untuk memberikan motivasi peserta didik terlibat dalam proses pembelajaran. Model pengembangan media pembelajaran yang digunakan adalah model pengembangan 4-D yang terdiri dari 4 tahap utama yaitu define (Pendefinisian), design (Perancangan) ,develop (Pengembangan), disseminate (Penyebaran). Subjek penelitian ini yaitu 2 ahli materi,1 ahli media, dan 15 peserta didik kelas X APK SMK 2 Krian. Penelitian ini akan menunjukkan kelayakan media pembelajaran audio visual berbasis animasi sehingga dapat digunakan pada kegiatan pembelajaran. Tujuan dalam penelitian pengembangan media audio visual untuk menambah variasi bahan ajar pendukung bagi peserta didik agar kegiatan pembelajaran menjadi lebih efektif dan efisien. Hasil validasi pengembangan media pembelajaran audio visual berbasis animasi dari ahli materi memperoleh kriteria sangat layak. Dari ahli media memperoleh kriteria layak, serta hasil dari angket respon siswa memperoleh kriteria sangat layak. Dapat ditarik kesimpulan bahwasanya pengembangan media pembelajaran audio visual berbasis animasi pada mata pelajaran korespondensi kelas X APK SMK 2 Krian “Sangat Layak” digunakan dalam kegiatan belajar mengajar dan menambah variasi bahan ajar pendukung bagi peserta didik. Kata Kunci: Pengembangan Media, Audio Visual, Materi Korespondensi Abstract Education has an important role in improving the quality of human resources in order to compete especially in the world of work ahead. The government has made many innovations to improve the quality of education in Indonesia in terms of teaching staff, faciolities, curriculum. One important facility that can support the success of education is technology, in the era of development technology can be used as a means to support the learning process. Animation- based audio visual learning media has an appeal so that not only can it explain difficult material but animation media can also attract attention to motivate students to be involved in the learning process. The learning media development model used is the 4-D development model which consists of four main stages, namely Define, Design, Develop, Disseminate. The subjects of this study were 2 materials experts, 1 media expert, and 15 X grade students APK 2 Krian Vocational School. This study will address the feasibility of animation-based audio-visual learning media so that it can be used in learning activities. In the development of media audio visual is to increase the variety of supporting teaching materials for students so that learning activities be come effective and efisient. The result of the validation of the development of animation-based audio visual learning media from material experts obtained an very feasible criteria. From media expert obtain an eligible criteria, an the results of student questionnaire responses obtain an very decent criteria. It can be concluded that the development of audio visualbased animotion learning media in class X correspondence subjects APK of Krian 2 Vocational School”Very Worthy” is used in teaching and learning activities. Keyword: Media Development, Audio Visual, Correspondence Materia

    The use of ebooks as a strategy to improve learning

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    The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how the use of ebooks can improve learning, motivation, dynamism and interactivity in Distance Education. This study was supported by a bibliographic review and a survey method through an online questionnaire used as data collection instruments. The sample consisted of students who attended distance courses taught by the Open University ISCED – UnISCED in Mozambique. The scientific literature studied, and the results from the field research, show the practicality of using ebook as a learning resource and they facility the interactivity.info:eu-repo/semantics/publishedVersio

    Google sites-based math book development on statistical materials to improve students' understanding of mathematical concepts

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    Background: The learning process in mathematics significantly impacts students' comprehension, particularly due to the scarcity of practical learning tools for understanding mathematical concepts. This challenge has led researchers to focus on developing innovative and practical learning media to enhance students' grasp of these concepts.Aim: This study aimed to determine the effectiveness of a math book based on Google Sites, assessing its validity, practicality, and impact on students' understanding of mathematical concepts.Method: The Research and Development (R&D) approach was employed using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. The study involved 61 students, with 30 from class VII D as the experimental group and

    PENGEMBANGAN E-MODUL BERBASIS EPUB3 SIGIL DALAM MENINGKATKAN KEMAMPUAN TECHNO-PEDAGOGICAL GURU SEKOLAH MENENGAH

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    Abstrak: Kegiatan Program Kemitraan Masyarakat (PKM) bertujuan untuk (1) memberikan pelatihan dan pendampingan pengembangan e-modul berbasis EPUB3 SIGIL untuk meningkatkan kemampuan techno-pedagogical guru sekolah menengah, dan (2) meningkatkan kemampuan guru sekolah menengah dalam menggunakan bahan ajar digital selama pembelajaran jarak jauh (PJJ) berbasis teknologi di masa New Normal. Metode pelaksanaan kegiatan dilakukan dengan 3 cara, yakni workshop, demonstrasi dan pendampingan. Peserta kegiatan PKM berjumlah 24 orang guru yang terdiri dari guru sekolah menengah pertama dan guru sekolah menengah atas. Evaluasi kegiatan PKM dilakukan melalui angket/kuisioner yang diberikan sebelum dan setelah kegiatan PKM dilaksanakan. Analisis data dilakukan secara kuantitatif deskriptif. Hasil yang diperoleh diantaranya (1) terdapat peningkatan pemahaman guru sekolah menengah terkait bahan ajar digital (e-modul) dan pembelajaran berbasis teknologi sebesar 68,11% (kategori baik); dan (2) terdapat peningkatan keterampilan guru sekolah menengah dalam mengembangkan e-modul berbasis EPUB3 SIGIl sebesar 69,30% (kategori baik).Abstract: The Community Partnership Program (PKM) aims to (1) enhance secondary school teachers' techno-pedagogical capabilities by providing training and mentoring on the creation of EPUB3 SIGIL-based e-modules, and (2) improve secondary teachers' ability to use digital teaching materials during technology-based distance learning (PJJ) in the New Normal period. Workshops, demonstration and mentoring are the three methods used to carry out activities. There were 24 teachers in all, with junior high and senior high school teachers among them. PKM activities are evaluated using questionnaires provided before and after they are carried out.The data is analyzed descriptive qualitatively. The results include (1) Secondary teachers' comprehension of digital teaching materials (e-modules) and learning based on technology improved by 68,11% (good category); and (2) secondary teachers' skills in designing EPUB3 SIGIl-based e-modules improved by 69,30% (good category)

    Pre-service biology teacher’s perception on local environment problems as contextual learning resources

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    A survey and exploratory study were conducted to analyze Lake Tempe as a resource for contextual learning (CTL). The first phase of the study included exploring the lake’s potential through interviews with the people who live in the lake’s coastal region. Quadrat transects were done to identify aquatic plants around the lake. A feasibility analysis was conducted to see the lake’s potential as a learning resource. Field data were collected and compared to the environmental biology (EB) curriculum, responses, and learning outcome. The data were analyzed descriptively and tested using a paired-sample t-test. The results showed differences in the three stations’ physicochemical parameters and decreased quality of the water. It was found that anthropogenic activity had a significant contribution to the lake’s pollution. Nine species of six aquatic plant families were found in the lake. The survey revealed that the lake was feasible as a learning resource with criteria easy to access, safety, time efficiency, costs, and the material's suitability for EB courses. The t-test showed a difference in the students’ scores between before and after exploration practices. These findings suggest that Lake Tempe can serve as a resource for CTL in EB courses

    KEEFEKTIFAN ANIMATED SIMULATION BOOK (AS BOOK) UNTUK MELATIH KETERAMPILAN PROSES SAINS DASAR DALAM PEMBELAJARAN FISIKA

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    Penelitian ini memiliki tujuan untuk menguji keefektifan Animated Simulation Book (AS Book). Aspek keefektifan AS Book meliputi, keterampilan proses sains dan respon siswa. Penelitian ini adalah penelitian eksperimen dengan menggunakan one shoot case study. Instrumen penelitian yang digunakan adalah lembar observasi keterampilan proses sains dan angket respon siswa. Teknik pengumpulan data yang digunakan dalam penelitian adalah observasi dan angket respon. AS Book ini diujicobakan secara terbatas pada 20 siswa kelas X SMA Muhammadiyah 9 Surabaya pada bulan April 2018. Keefektifan AS Book untuk melatihkan keterampilan proses sains dasar memenuhi kategori sangat baik dengan persentase keterampilan proses sains dari angket respon siswa (96,48%) dan persentase keteramplan proses sains dari lembar observasi keterampilan proses sains (85%). Persentase respon siswa terhadap AS Book (97%)

    Designing Learning Game for Human Digestive System Based on Motion Sensors

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    Nowaday rapid development of communication and information technology also influences the sector of education. The main activity in the education process is learning. Learning is a process of interaction between students and their environment, leading to better behavior changes [1]. One of the learning subjects that students must learn is science. But Indonesian student’s scientific literacy is still low [2]. Students still consider science subjects difficult and boring [3]. One learning material that is classified difficult is the human digestive system [4]. Therefore a solution is needed to make interesting learning one of them by using learning media. Learning media that can be used for the solution is game based on motion sensors. By using games, students will be happy to accept the learning process. Based on a survey conducted on 30 respondents of junior high school students in the Semarang, it turns out that the game used as a human digestive system learning media is able to provide positive results. Through this game students can understand the digestive system material and more enthusiastic in learning
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