PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method.
Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world.
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
Ahmad Zainudin, et al. (2024). PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD. JURNAL ILMIAH KOMPUTER GRAFIS, 17(1). https://doi.org/10.51903/pixel.v17i1.1979
Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA, "PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD," JURNAL ILMIAH KOMPUTER GRAFIS, vol. 17, no. 1, 2024.
Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA. "PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD." JURNAL ILMIAH KOMPUTER GRAFIS, vol. 17, no. 1, 2024.
Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA. "PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD." JURNAL ILMIAH KOMPUTER GRAFIS 17, no. 1 (2024).
Ahmad Zainudin, et al. (2024) 'PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD', JURNAL ILMIAH KOMPUTER GRAFIS, 17(1). doi: 10.51903/pixel.v17i1.1979.
Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA. PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD. JURNAL ILMIAH KOMPUTER GRAFIS. 2024;17(1).
ANALISIS ELEMEN DESAIN DAN SEMIOTIKA VISUAL KONTEN INSTAGRAM @DISPAREKRAFPORA_GORONTALOPROV DALAM MEMBANGUN IDENTITAS PARIWISATA GORONTALO
Risti Puspita Sari Hunowu; Hunowu, Risti Puspita Sari ; Siska Udilawaty; Hinta, Mohammad Rizki Putra
Media Visual Poster Digital Untuk Kebersamaan Karyawan PT Mensa BinaSukses
Malise Elvina Benita Christianti, Malise Elvina Benita Christianti; Fitro Nur Hakim, Fitro Nur Hakim; Haryo Kusumo, Haryo Kusumo
Perancangan Video Profil SD Negeri 3 Bentangan Sebagai Media Promosi dan Informasi
Hendrawan Tama, Theo; Rudjiono, Daniel; Priyadi, Agus; Hendrawan Tama, Theo; Rudjiono, Daniel; Priyadi, Agus
Perancangan Video Promosi Berbasis Motion Graphic Pada Catering Salsabila Ungaran
Salsabila, Firda Vera Salsabila; Salsabila, Firda Vera ; Priyadi, Agus ; Zainudin, Ahmad
Perkembangan Metode Image Quality Assessment Berbasis Deep Learning: A Systematic Literature Review terhadap Tren dan Evaluasi Performa
Nurul, Amelia; Nurul, Amelia; Nuralvianti, Regita
Performance Comparison of SARIMA and Prophet Models for Forecasting Indonesian Banking Stock Prices
Abdullah, Syarifudin; Ida Bagus Nyoman Pascima; I Nyoman Tri Anindia Putra