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Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.  

Alma Eka Rakhmawati; Muhamad Rizki Mubarok; Dede Indra Setiabudi

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2022 LPPM Universitas 17 Agustus 1945 Semarang

This study aims to: 1) describe the multiple intelligences seen in student activities in the third grade 2013 curriculum; and 2) explain the development of multiple intelligences that have not been seen in student activities in the textbooks for class III students of the 2013 curriculum. The research conducted is included in the type of qualitative research. The data collection method used is literature study and discussion with colleagues. The results of the analysis of the thematic book for class III Objects Around Me 2013 curriculum that aspects of multiple intelligences have not been raised or developed as a whole. This can be seen in sub-theme 1 of intelligence that appears more dominant, namely linguistic intelligence and interpersonal intelligence, while intelligence that is not at all raised is naturalist intelligence. In sub-theme 2, visual-spatial intelligence and interpersonal intelligence are dominantly developed, and musical intelligence is not developed at all. Meanwhile, the 3 intelligence sub-themes that often appear are linguistic intelligence and intrapersonal intelligence, besides that musical intelligence has not yet been raised. And sub-theme 4 has visual-spatial intelligence and interpersonal intelligence that are often raised in student activities, the intelligence that is still lacking and has not been raised is musical intelligence. So that the results of the study can be concluded that in general the activities contained in the class III curriculum 2013 textbooks are able to develop eight intelligences.

Muhibbudin Muhibbudin; Mujamil Qomar; Abd. Aziz

International Journal of Education and Literature 2022 Lembaga Pengembangan Kinerja Dosen

The research in this dissertation is motivated by the phenomenon of the development of quality educational institutions that have a good process to create high student achievement, design a good curriculum taught by qualified teachers and good products as evidenced by the students being able to compete with superior schools. inside and outside the city so that, with a good process, Madrasa are no longer underestimated and even become the community's main choice of superior schools. The research approach uses qualitative methods. Data collection techniques are participant observation, in-depth interviews and documentation. The data analysis techniques used are 1) single case data analysis, 2) cross-site analysis. From the results of this study, it can be concluded that: ( 1) The formulation of the madrasa principal's strategy in developing students' talents and interests at MTsN 3 Nganjuk and MTsN 2 Kediri City is carried out by : formulating the vision and mission of the madrasa, determining the goals of planning for the development of student talents and interests that have been carried out by the madrasa, mapping talents and interests based on abilities and fields of study . Recruitment of basic education students with implementation of strict selection assessment taking into account several assessments, namely the recruitment of the academic path through with report cards and Olympics. Non-academic selection recruitment is seen from the results of students' memorization of the Koran, sports, arts and so on . (2) The implementation of the madrasa principal's strategy in developing students' talents and interests at MTsN 3 Nganjuk and MTsN 2 Kediri City is carried out by: 1) Programs of extracurricular activities provided for all students according to their potential, interests, talents, and abilities, so that students can develop maximally. 2) Supporting activities through routine and spontaneous activities that are carried out optimally can develop students' talents and interests.

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.