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Nurachmah Sabina; Eneng Bai Muinah; Mutia Azzahra; Choirinnisa Ningtia; Dini Fitriyani +4 more

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

Children with special needs require specialized educational services that accommodate their diverse learning characteristics, and digital-based media offers flexible and adaptive learning opportunities tailored to individual abilities. The digital learning media “Voca Poly” was developed to provide education and practical skills training for blind and physically disabled children, particularly in strengthening knowledge and cooking skills to support independent living. This community service program was implemented through three main stages: preparation, implementation, and evaluation. The preparation stage involved needs assessment, media design, and coordination with partner institutions. The implementation stage included interactive learning sessions using the Voca Poly educational game, focusing on food security concepts through English vocabulary from planting to food processing. The evaluation stage assessed participants’ understanding, engagement, and skill improvement. The results showed increased knowledge of cooking concepts and improved practical skills among participants. Moreover, the game-based approach successfully fostered enthusiasm, motivation, and active participation among visually impaired and physically disabled children.

Siti Khoirunnisa; Yulianah Yulianah; Agung Windrianto; Bunga Bunga; Rina Hidayati Pratiwi

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Generally, students stated that the concepts in physics, especially on the material of distance, speed, and acceleration, are difficult to understand. This causes low student motivation and learning outcomes. In order to increase student motivation, understanding of concepts, and learning outcomes, it is necessary to use visual media so that learning is active and enjoyable. The use of visual media, one of which is education game-based learning media, is very helpful for students in understanding physics concepts, especially on the material of distance, speed, and acceleration. The purpose of this study was to determine the study of the use of visual media based on education games that can improve students' understanding of the material of distance, speed, and acceleration. This research method uses the library research method. The form of research uses literature studies with qualitative data acquisition. To obtain data using two databases, namely Google Scholar and Sinta, with document analysis first carried out to identify relevant literature studies. Based on the results of the preliminary study conducted, it was obtained that the use of visual media based on education games is good and flexible. With the use of visual media based on education games, students find it easier to understand the material of distance, speed, and acceleration. In addition, it makes it easier for teachers to carry out learning activities. Learning is more interesting, students are more motivated so that students' understanding, abilities, and learning outcomes increase.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Rosa Yuliana; Muhamad Firdaus; Dwi Oktaviana

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

The research method used in this research is Research and Development. The subjects in this study consisted of validation subjects consisting of material and media validators and test subjects consisting of 23 grade VII junior high school students. The research was conducted at SMP Negeri 10 Sungai Kakap. The instruments used in the study consisted of expert validation sheets, respondent questionnaires, and tests of mathematical understanding abilities. The purpose of this study was to determine the process of developing an Android-based math educational game using software construct 2 on mathematical abilities. The results of the study are as follows: The level of feasibility of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.66% with very feasible criteria. The level of attractiveness of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.19% with very interesting criteria. Improved mathematical understanding skills after the application of Android-based math education games. There is an increase From the calculation results obtained tcount> ttable = 8.85987> 1.71714, thus Ho is rejected Ha accepted.

Suwadi Suwadi; Mars Caroline Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

The author designed the application "Electronic component recognition game" as a learning media or educational game for class X students majoring in Audio Video Engineering SMK N 2 Pati. The author chooses Grade X Audio Video Engineering students as the target user because it considers theoretically the initial difficulty of the students of Audio Video Engineering about the understanding of electronic components specifically and the learning methods that are still practically conventional. With educational games, it is expected to create an interactive and fun learning process that is expected to overcome existing problems.This application will provide an understanding of the initial introduction of electronic component materials simply and easily. Through the introduction of electronic component games can be the beginning to create interactive educational games for students to give and build positive imagination to students and teachers. This application is designed by considering graphic concepts, education game criteria and user requirements. This research was implemented using the Action script programming language and Adobe Flash CS3 software. This application is very interactive and can be used as a teaching aid in learning electronic component materials at school or independently by the user. This application can also be improved to improve the quality of the application in the future.