Publication Search

64,628 articles from 531 journals · 1,699 citations tracked

Showing 41-42 of 42

Analytics

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Habar Habar; Neti S; Izzatul Laili

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the oral communication language model used by students who frequently play online games. Analyze student communication behavior while playing online games by examining it based on the values of Islamic Religious Education. This study uses a qualitative research approach with the type of field research, namely research that aims to understand the phenomena experienced by the research subjects thoroughly through descriptions in the form of words in natural conditions. The study was conducted at SMP Negeri 1 Depapre, Jayapura Regency with a focus on knowing student communication behavior, use of study time, learning motivation, and the ability to control emotions while playing online games reviewed from the values of Islamic Religious Education. Data collection was carried out through observation, interviews, and documentation with researchers. Data analysis techniques used an interactive analysis model. Based on the results of the study, students of SMP N.1 Depapre are very fond of playing online games so that they spend more time playing than studying and socializing. This has an impact on their behavior, such as using harsh language, not respecting time, low learning motivation, and difficulty controlling emotions, which are not in accordance with the values of Islamic Religious Education. Solutions to overcome negative behavior due to online games require cooperation between parents, schools, and the community. Parents limit playing time, schools provide supervision and education, and communities provide positive activities so that children do not become too dependent on online games.