Al-Bidayah Jurnal Pendidikan Dasar Islam,
Год журнала:
2023,
Номер
15(1), С. 165 - 182
Опубликована: Июнь 30, 2023
Traditional
games
must
be
adapted
for
the
present
since
they
have
cultural
values
that
need
to
conserved
future
generations.
This
study
attempts
create
an
EFAS
(Engklek
Fun
and
Smart)
medium
version
of
a
typical
game
product.
With
research
experience
at
IES
Al-Ittihadiyah
Berastagi,
this
applies
Research
Development
(R&D)
technique.
Forty-five
first
graders
Islamic
Elementary
School
(IES)
Berastagi
became
participants.
The
findings
indicate
is
recognized
as
valid.
"Very
Valid"
category
showed
89.63%
score
medium.
It
also
claimed
useful.
information
came
from
survey
students
teachers’
opinions.
Twenty-five
completed
questionnaire
on
medium,
received
9.6%
in
Practical"
category.
A
97.5%
response
supplied
statement.
results
two
questionnaires
teachers
students’
replies
are
categorized
being
very
practical.
Third,
deemed
operational.
was
demonstrated
by
fact
were
able
respond
ASK
DO
question
instruments
both
writing
orally
with
92%
during
learning
process
utilizing
EFAS.
Written
responses
infer
it
can
"effective"
whereas
oral
help
develop
their
communication
abilities.
justifies
declaration
legitimate,
applicable,
useful
enhancing
students'
skills.
Jurnal Inovatif Manajemen Pendidikan Islam,
Год журнала:
2025,
Номер
4(1), С. 19 - 28
Опубликована: Янв. 1, 2025
Primary
education
plays
a
critical
role
in
building
the
basic
skills
required
for
students'
future
academic
success
and
social
development.
This
research
focuses
on
strategies
combining
primary
schools
to
optimise
services
community,
which
previous
has
not
discussed
terms
of
local
authority.
The
method
used
qualitative
approach
case
study
type.
Data
were
collected
using
interviews,
observations
documentation,
analysed
by
reduction,
display
conclusion
confirmed
through
triangulation
depenability.
results
this
illustrate
importance
efficient
decision-making
regional
leaders
who
continue
listen
input
from
their
members,
including
swot
analysis,
optimising
services,
meeting
challenges.
Contribution
is
how
optimation
esecution
leader
with
eraly
giving
positive.
provides
view
that
leadership
must
be
able
use
its
updating
state
so
as
create
more
qualified
appropriate
national
institution.
Tierra nuestra,
Год журнала:
2024,
Номер
18(1), С. 11 - 28
Опубликована: Июнь 30, 2024
The
aim
of
this
article
is
to
scrutinize
the
advancement
and
significance
technology
utilization
in
higher
education,
with
purpose
comprehending
present
trends
identifying
novel
avenues
inquiry
that
are
academic
community.
A
quantitative
approach
was
employed
by
conducting
a
bibliometric
analysis
on
43
scientific
articles
retrieved
from
Scopus
database,
order
obtain
most
pertinent
metrics
high-impact
publications
were
produced
up
until
2023.
research
findings
regarding
implementation
use
at
university
level
very
dispersed
underdeveloped,
relevant
topics
being
motivation
human
factor
learning
technologies.
Furthermore,
concentration
found
four
countries
31%
journals.
This
study
unique
because
it
applies
methodology
enhanced
digital
tool
for
underserved
terms
education
level.
International Journal of Education and Teaching Zone,
Год журнала:
2024,
Номер
3(2), С. 210 - 223
Опубликована: Июнь 23, 2024
The
research
that
has
been
carried
out
aims
to
determine
the
influence
of
parents'
work
on
students'
mastery
concepts
after
being
given
Project
Based
Learning
(PjBL)
learning
model.
method
used
was
quantitative
descriptive
with
population
all
students
class
XII
MIPA
at
SMA
13
Bungo
a
sample
33
people
selected
using
purposive
sampling
techniques.
Data
collection
an
essay
test,
where
average
student
test
score
72.61
lowest
44
and
highest
92
indicating
normal
distribution.
t
daily
scores,
tcount
-1.357
ttable
1.693
significance
level
0.05.
<
(-1.357
1.693),
so
hypothesis
Ho
is
accepted,
Ha
rejected.
results
show
there
no
significant
PjBL
model
outcomes
in
parental
work,
especially
Dynamic
Electricity
material.
IFAC-PapersOnLine,
Год журнала:
2024,
Номер
58(3), С. 363 - 368
Опубликована: Янв. 1, 2024
Educational
video
games
in
Cultural
Heritage
(CH)
represent
modern
and
relevant
digital
media
intended
to
educate
learners
on
the
knowledge,
preservation,
protection
of
CH.
Designers
educators
design
create
for
education
dedicated
CH
(intangible
tangible)
acquaint
with
multiple
aspects
respective
cultural
heritage's
history,
significance,
information.
At
same
time,
these
allow
perceive
this
information
acquire
knowledge
a
interactive
way
-
by
playing
educational
game
learning
integrated
didactic
content
specific
object.
This
paper
presents
conception
software
instrument
that
supports
assists
designers
(including
who
are
not
professionals
field
technologies)
designing
(CH).
The
is
based
applying
author's
Summary
Model
Design
process
(Summary
DELIS-CH)
using
Classification
Video
Games
Among
main
objectives
provide
facilitated
opportunity
an
assisted
supported
initiation
processes
CH,
as
well
recommendations
classification
serve
IT
specialists)
future
creating
can
use
and,
through
its
designed
functionalities,
generate
particular
custom-made
description
includes
In
addition,
model
essential
user
functionalities
their
description.
National Center for Higher Education Development,
Год журнала:
2024,
Номер
3(47)
Опубликована: Сен. 30, 2024
This
article
explores
the
importance
of
developing
digital
etiquette
for
effective
interaction
between
1st
year
students
and
their
teacher
in
age.
The
uses
a
survey
method
using
Google
disk
platform,
with
help
this
research
method,
author
manages
to
determine
level
understanding
by
applicants
«Concept
etiquette».
authors
also
propose
rules
cooperation
that
will
participants
successfully
interact
an
educational
environment
where
technologies
are
playing
increasingly
important
role.
To
fully
disclose
concepts
«Digital
etiquette»,
conduct
coaching
session
applicants.
As
part
article,
literary
analysis
on
topic
under
study
was
carried
out.
emphasize
Internet
plays
central
role
daily
lives
many
people,
is
used
search
information,
watch
videos,
read
news,
communicate
social
networks
messengers,
make
purchases,
listen
music,
play
games
via
mobile
phones,
tablets
or
computers.
reveals
value
provides
recommendations
improving
teachers,
key
element
successful
work
modern
education
online
environment.