Learning Media Game Me Educational Android on Mathematics Class II Elementary School
Abstract
Education is a conscious and planned effort to create a learning atmosphere and learning process so that students actively develop their potential to have religious spiritual strength, self-control, personality, intelligence, noble character, and skills. Research and development methods or in English Research and Development are research methods used to produce certain products, and test the effectiveness of these products. Create and develop as well as determine the feasibility of educational game media as learning media that are suitable for use by educators and students. After being tested, it will receive a response to criticism and suggestions for evaluating the AAP educational game media product. The conclusion of this research, the AAP educational game is a learning media to support and assist the learning process
Keywords
Full Text:
PDFReferences
Dachliyani, L. (2020). Instrumen Yang Sahih : Sebagai Alat Ukur Keberhasilan Suatu Evaluasi Program Diklat (evaluas. MADIKA: Media Informasi Dan Komunikasi Diklat Kepustakawanan, 5(1), 57–65. https://ejournal.perpusnas.go.id/md/article/view/721
Ikhbal, M., & Musril, H. A. (2020). Perancangan Media Pembelajaran Fisika Berbasis Android. INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management, 5(1), 15. https://doi.org/10.51211/imbi.v5i1.1411
Mogana, A. M. (2017). Metode Penelitian Dan Pengembangan. Kerangka Konsep Penelitian, 53(9), 1–15. http://www.elsevier.com/locate/scp
Ningtyas, M. (2019). Bab III - Metode Penelitian Metode Penelitian. Metode Penelitian, 32–41.
Pranatawijaya, V. H., Widiatry, W., Priskila, R., & Putra, P. B. A. A. (2019). Penerapan Skala Likert dan Skala Dikotomi Pada Kuesioner Online. Jurnal Sains Dan Informatika, 5(2), 128–137. https://doi.org/10.34128/jsi.v5i2.185
Rohaeni, S. (2020). Pengembangan Sistem Pembelajaran Dalam Implementasi Kurikulum 2013 Menggunakan Model Addie Pada Anak Usia Dini. Instruksional, 1(2), 122. https://doi.org/10.24853/instruksional.1.2.122-130
Shah, M. et al. (2020). The Development Impact of PT. Medco E & P Malaka on Economic Aspects in East Aceh Regency. Budapest International Research and Critics Institute-Journal (BIRCI-Journal). P. 276-286.
Sintaro, S. (2020). Rancang Bangun Game Edukasi Tempat Bersejarah Di Indonesia. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 1(1), 51–57. https://doi.org/10.33365/jatika.v1i1.153
Teni Nurrita. (2018). Kata Kunci :Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Jurnal Misykat, 03(01), 171. https://media.neliti.com/media/publications/271164-pengembangan-media-pembelajaran-untuk-me-b2104bd7.pdf
Yayan Alpian, M.Pd., Sri Wulan Anggraeni, M.Pd., Unika Wiharti., N. M. S. (2019). PENTINGNYA PENDIDIKAN BAGI MANUSIA. Jurnal Buana Pengabdian, 1(1), 1–9. https://doi.org/.1037//0033-2909.I26.1.78
Yuhana, A. N., & Aminy, F. A. (2019). Optimalisasi Peran Guru Pendidikan Agama Islam Sebagai Konselor dalam Mengatasi Masalah Belajar Siswa. Jurnal Penelitian Pendidikan Islam, 7(1), 79. https://doi.org/10.36667/jppi.v7i1.357
Zikri, F. (2019). Aplikasi Game 3D First Person Shooter (FPS) Survive From Death. 7, 15. https://elib.unikom.ac.id/files/disk1/622/jbptunikompp-gdl-fajarzikri-31059-10-unikom_f-i.pdf
DOI: https://doi.org/10.33258/birci.v5i3.6228
Article Metrics
Abstract view : 26 timesPDF - 20 times
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.