The development of mobile device technology among High School (SMA) users and its equivalent has not been maximized maximally to support the achievement of effective and efficient learning goals. The purpose of this service activity is to provide training to high school / MA / SMK teachers in the form of the ability to recognize, understand and develop micro teaching materials (microlearning objects). Training activities are carried out by using a blended training model that is a combination of face-to-face training activities and online training. Face-to-face activities use lecture, discussion and online game methods, while online training is in the form of a study of training materials and independent training. The results obtained in the form of the ability of participants to understand, design and develop micro teaching materials using mobile devices they have. Perkembangan teknologi mobile device di kalangan pengguna Sekolah Menengah Atas (SMA) dan sederajat belum dioptimalkan secara maksimal untuk mendukung pencapaian tujuan pembelajaran yang efektif dan efisien. Tujuan dari kegiatan pengabdian ini yaitu memberikan pelatihan kepada para guru SMA/MA/SMK berupa kemampuan untuk mengenali, memahami dan mengembangkan bahan ajar mikro (microlearning object). Kegiatan pelatihan dilakukan dengan menggunakan model blended training yakni perpaduan antara kegiatan pelatihan secara tatap muka dan pelatihan secara online. Kegiatan tatap muka menggunakan metode ceramah, diskusi dan game online, sedangkan pelatihan online berupa kegiatan kajian bahan pelatihan dan latihan mandiri. Hasil yang diperoleh berupa kemampuan peserta dalam memahami, merancang dan mengembangkan bahan ajar mikro menggunakan perangkat mobile device yang dimilikinya.
The purpose of this research is to design an application that can help students in learning. So, the authors are interested in designing game-based mobile learning applications that have mathematical content on integer material integrated with hijaiyah numbers, so that the game media has its own uniqueness. This is due to meet the needs of game based learning in teaching and learning. This design is based on the obligation to develop numeracy skills for all citizens according to Law number 20 of 2003 concerning the national education system. In addition, there is also an obligation to understand the number of hijaiyah for Muslim citizens. The research method used uses research development. The development model used is SDLC. The stages of development consist of analysis to research design. Validation is done with results that show the attractiveness of the media with some notes. The concept in this game is like a game in general that uses this type of adventure. In the game there is a mission to solve the problem. The challenge is through hijaiyah figures provided. So this game combines mathematics with hijaiyah numbers in a portable way.
One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers' context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content-Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale's theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni -or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture-not only to make the learning process more authentic, but also to make the learners preserve the national culture. Indicates how easy the users in using the application which shows 100% of the users stated that there is no difficulty in using it. So, this instructional media can be used easily and fun.
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