Pemanfaatan Wordwall pada Model Game Based Learning terhadap Digitalisasi Pendidikan Sekolah Dasar
Lovandri Dwanda Putra,
Nabilah Dwi Arlinsyah,
Fahmi Rosyad Ridho
и другие.
Jurnal Dimensi Pendidikan dan Pembelajaran,
Год журнала:
2024,
Номер
12(1), С. 81 - 95
Опубликована: Янв. 30, 2024
Berkembangnya
teknologi
dengan
pesat
di
era
ini
membawa
tantangan
baru
khususnya
dalam
pembelajaran.
Tujuan
penelitian
adalah
untuk
membangkitkan
minat
siswa
sekolah
dasar
belajar
bantuan
teknologi,
yaitu
Wordwall.
Dengan
metode
studi
literatur
yang
mengumpulkan
berbagai
sumber
dari
jurnal
terkait
kemudian,
dapat
diketahui
bahwa
faktor
utama
dimana
memberikan
pengaruh
ketertarikan
rendah
mengajar
membuat
bosan.
Game
Based
Learning
(Pembelajaran
berbasis
permainan)
bisa
dijadikan
alternatif
permasalahan
ini.
cara
menerapkan
permainan
sebagai
penunjang
proses
pelajar
dan
diharapkan
jalan
keluar
segala
masalah
Metode
mencakup
pemanfaatan
digital
sehingga
mempermudah
pekerjaan
kita
karena
lebih
efektif,
efisien,
mudah
beradaptasi
perkembangan
ada.
Pemanfaatan
Wordwall
berfungsi
alat
penilaian
menyenangkan
bagi
siswa,
belajar,
serta
media
pembelajaranbisa
menjadi
solusi.
Selain
itu
digunakan
mengetahui
tingkat
kemampuan
siswa.
Melalui
game,
menaikkan
keahlian
berpikir
kritisnya,
terutama
menganalisis
data
diterimanya
agar
menentukan
langkah-langkah
mengambil
keputusan
dibutuhkan
pilihan.
Hasil
terhadap
tersebut
memperlihatkkan
bagaimana
kemauan
belajar.
Hal
tercermin
aktivitas
peserta
didik.
Terlihat
jelas
hasil
terlihat
partisipasi
aktif
pada
banyak
kegiatan
Kriteria
diukur
menggunakan
indikator,
saat
menjalani
mengisi
absensi,
menyelesaikan
tugas
tidak
terlambat,
pertanyaan
mengenai
materi
belum
dimengerti
The Effect Of Application Of Wordwall Gamification Media In Accounting Learning On Vocational Students' Learning Interest In Sukoharjo
International Journal of Educational Development,
Год журнала:
2024,
Номер
1(3), С. 45 - 60
Опубликована: Июнь 21, 2024
This
research
aims
to
examine
the
effect
of
application
gamification
learning
media
in
accounting
on
interests
students
SMKN
Sukoharjo.
The
population
this
study
was
first
grade
(class
X)
Accounting
and
at
writer
used
random
sampling
technique
choose
sample.
There
were
36
X
AKL
B
as
experimental
class
C
control
class.
uses
an
method
with
a
quasi
approach.
collecting
data
observation
questionnaire.
techniques
analyzing
paired
sample
t-test,
independent
N-Gain.
results
showed
that
there
significant
difference
students'
interest.
It
proven
by
acquisition
t-test
test
significance
level
0.000
<0.05.
In
obtained
value
N-Gain
score
0.38
or
0.38>
0.3.
addition,
average
interest
after
treatment
79.81
higher
than
which
had
72.19.
Thus
it
can
be
concluded
affected
basic
Язык: Английский
Penerapan Media Inovatif Berbasis Problem Based Learning sebagai Upaya Mengatasi Kesulitan Belajar Peserta Didik pada Pembelajaran Pendidikan Pancasila di Sekolah Dasar
Anis Indira Dwi Saputri,
Ervitaviyan Wahyu Putri Pangestu,
Susilo Tri Widodo
и другие.
Jurnal Basicedu,
Год журнала:
2023,
Номер
7(6), С. 3548 - 3558
Опубликована: Дек. 10, 2023
Penelitian
ini
bertujuan
untuk
mengetahui
penerapan
media
inovatif
berbasis
Problem
Based
Learning
sebagai
upaya
mengatasi
kesulitan
belajar
peserta
didik
pada
pembelajaran
pendidikan
pancasila
kelas
1
SD
Negeri
Kuningan
01
Kota
Semarang.
Jenis
penelitian
yang
digunakan
yaitu
kualitatif
deskriptif
dengan
3
kali
pertemuan
(Pra
siklus,
Siklus
I,
dan
II).
Sampel
diambil
jumlah
28
didik.
Teknik
pengumpulan
data
menggunakan
wawancara,
observasi,
dokumentasi.
Hasil
menunjukan
bahwa
adanya
lebih
dipahami
oleh
serta
aktif
dalam
kegiatan
pembelajaran.
Melalui
hasil
nilai
rata-rata
siklus
I
diperoleh
79
II
terjadi
peningkatan
sebanyak
87.
Dengan
demikian
signifikan.
Pelatihan Implementasi Media Interaktif Wordwall untuk Menciptakan Lingkungan Belajar yang Inovatif dan Kreatif
I-Com Indonesian Community Journal,
Год журнала:
2024,
Номер
4(3), С. 1835 - 1842
Опубликована: Сен. 2, 2024
Guru
SMA
Negeri
2
Muaro
Jambi
belum
banyak
yang
memahami
mengenai
media
interaktif
seperti
aplikasi
wordwall
serta
pembelajaran
masih
didominasi
powerpoint
dikarenakan
minimnya
referensi
dalam
mengembangkan
alternatif
dapat
memotivasi
peserta
didik
belajar.
Tujuan
kegiatan
ini
adalah
melatih
keterampilan
guru
mengimplementasikan
untuk
menciptakan
lingkungan
belajar
inovatif
dan
kreatif.
Kegiatan
pelatihan
implementasi
dilakukan
di
pada
tanggal
17
Juli
2024
diikuti
oleh
32
dari
seluruh
bidang
studi.
Metode
digunakan
meliputi
analisis
awal
bertujuan
mengetahuti
permasalahan
sekolah
mitra,
pelaksanaan,
evaluasi
pelatihan.
Berdasarkan
telah
dilaksanakan
menunjukkan
antusias
sangat
tinggi
wordwall.
Hasil
isian
angket
peningkatan
memperoleh
nilai
tertinggi
yaitu
sebesar
4,72
skala
5.
Contribution of Children's Literature in the Formation of Character of Elementary School Children
Eni Astuti Ni Putu,
Ni Made Rely Indah Sari
Mudra Jurnal Seni Budaya,
Год журнала:
2024,
Номер
39(4), С. 519 - 528
Опубликована: Окт. 20, 2024
This
study
aims
to
describe
the
contribution
of
children's
literature
in
character
education
and
selection
according
developmental
stage
elementary
school
children.
is
a
qualitative-descriptive
library
research
type.
Data
collection
techniques
are
by
searching
for
sources
constructing
from
books
on
accredited
journals,
then
analyzing
critically
in-depth.
Based
results
data
analysis,
it
can
be
explained
that
emotional
aspect
obtained
demonstrations
life
as
demonstrated
characters
story
so
children
will
learn
how
manage
their
emotions
not
harm
themselves
others.
In
intellectual
aspect,
contains
sequencing
plot
logic
support
use
minds
think,
understand
criticize
stories
they
get.
imagination,
its
attract
child's
entire
self.
With
this,
child
gains
an
extraordinary
experience
significantly
correlated
with
creativity
provoke
growth
development
creativity.
social
demonstrates
interactions
supports
maximizing
proximal
zone.
addition,
educational
connected
aspects
exploration
discovery,
language,
beauty,
multicultural
insight,
reading
habits
influence
literacy
culture,
which
very
necessary
facing
progress
science
technology
this
era.
Язык: Английский
Needs and Profile of Game Temanggung Library (GATEL) for Madrasah Ibtidaiyah in Temanggung Regency: A Preliminary Study
FIKROH Jurnal Pemikiran dan Pendidikan Islam,
Год журнала:
2023,
Номер
16(2), С. 94 - 103
Опубликована: Июль 5, 2023
This
research-based
community
service
aims
to
analyze
the
overview
and
media
needs
of
Game
Temanggung
Library
(GATEL)
in
Madrasah
Ibtidaiyah
Regency
by
applying
a
survey
method
with
cross-sectional
type
in-depth
interviews.
The
findings
this
article
refer
ten
criteria.
First,
100%
assisted
subjects
have
no
games
for
learning.
Second,
not
having
is
because
there
training,
ignorance,
unfamiliarity
games.
Third,
has
never
been
training
on
making
all
subjects.
Fourth,
condition
students
playing
games,
data
obtained
60%
often,
40%
ever,
0%
never.
Fifth,
names
games/types
played
very
diverse,
namely
LoL
Jigsaw
Puzzles
E-Sport,
LEGO
Nijago,
Once
Upon
Tower.
Sixth,
integrated
into
learning
often
0%,
quite
less
as
much
100%.
Seventh,
causes
without
being
directed
teacher
cannot
direct
planning,
assistance,
lack
concern,
accompanied
parents
teachers,
noticed
teacher.
Eighth,
knowledge
educational
that
80%
know
20%
do
not.
Ninth,
teachers'
Homer,
Prodigy
Math,
Buzzmath,
Robot
School,
PBS
Kids,
Time
Tribe,
One
Globe
Kids
teachers
know,
know.
last
aspect
provided
input
need
rarely
or
Язык: Английский
Increased Learning Activities Toward Economis Learning Trhough Game-based Learning Model Using Wordwall Media
Jurnal Pendidikan dan Kebudayaan Missio,
Год журнала:
2023,
Номер
15(2), С. 129 - 140
Опубликована: Июль 22, 2023
The
21st
century
education
is
student-centered
and
can
not
independent
of
technological
development.
Based
on
observations
in
the
class
X-7
SMA
Negeri
1
Driyorejo,
learning
activities
at
low
levels,
this
activity
appears
to
be
based
using
a
group
discussion
method.
Viewing
such
activities,
researchers
are
intended
implement
game-based
model
as
an
effort
improve
student
activities.
Thus,
research
was
conducted
with
aim
increasing
students
economics
through
wordwall
media.
This
study
consists
two
cycles
four
stages
each
which
planning,
implementation,
observation,
reflection.
instruments
used
observation
sheets
7
aspects
indicators
used.
1)
participating
assignments;
2)
involved
problem
solving;
3)
ask
teacher
or
friends
if
they
do
understand
issue;
4)
trying
find
information
needed
for
5)
carry
out
discussions
instructs;
6)
assessing
abilities
results;
7)
use
apply
what
found
completing
task.
result
that
models
media
increase
economic
learning.
Язык: Английский