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Kartik Aryan Mishra; Rohan Pratap Singh

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Science and technology have the potential to provide innovative solutions to global sustainability challenges, including climate change, resource depletion, and public health issues. This paper explores the role of scientific innovation in achieving sustainable development goals (SDGs), focusing on renewable energy technologies, waste management innovations, and sustainable agriculture practices. The study highlights successful global case studies where science and technology have been used to address pressing environmental and social issues.

Kartik Aryan Mishra; Rohan Pratap Singh

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Science and technology have the potential to provide innovative solutions to global sustainability challenges, including climate change, resource depletion, and public health issues. This paper explores the role of scientific innovation in achieving sustainable development goals (SDGs), focusing on renewable energy technologies, waste management innovations, and sustainable agriculture practices. The study highlights successful global case studies where science and technology have been used to address pressing environmental and social issues.

Mulugeta Mekonnen Demeke; Zewdu Alem Gebremedhin; Tesfaye Kidane Yohannes

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

With the rise of digital technology, early childhood education is experiencing a significant transformation. This paper explores how technology tools such as interactive apps, e-learning platforms, and digital toys can enhance learning experiences in young children. The study assesses both the benefits and challenges of incorporating technology in early education, focusing on cognitive development, social skills, and creativity. The findings highlight that, when used appropriately, technology can support children's learning while fostering their curiosity and engagement.

Mulugeta Mekonnen Demeke; Zewdu Alem Gebremedhin; Tesfaye Kidane Yohannes

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

With the rise of digital technology, early childhood education is experiencing a significant transformation. This paper explores how technology tools such as interactive apps, e-learning platforms, and digital toys can enhance learning experiences in young children. The study assesses both the benefits and challenges of incorporating technology in early education, focusing on cognitive development, social skills, and creativity. The findings highlight that, when used appropriately, technology can support children's learning while fostering their curiosity and engagement.

Rahul Anand; Kiran Dev

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Pediatric healthcare is continuously evolving with advancements in technology and treatment methodologies. This paper examines recent innovations in pediatric care, focusing on digital health tools, telemedicine, and personalized medicine for children. Through literature review and case studies, the paper discusses the impact of these innovations on diagnosis, treatment, and the overall healthcare experience for children. The study emphasizes the need for continuous research and development to improve health outcomes for the pediatric population.

Rahul Anand; Kiran Dev

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Pediatric healthcare is continuously evolving with advancements in technology and treatment methodologies. This paper examines recent innovations in pediatric care, focusing on digital health tools, telemedicine, and personalized medicine for children. Through literature review and case studies, the paper discusses the impact of these innovations on diagnosis, treatment, and the overall healthcare experience for children. The study emphasizes the need for continuous research and development to improve health outcomes for the pediatric population.

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.