Educational games enable students to learn and play. The use of educational games as learning media can also encourage users to discover and build their own knowledge of learning. The purpose of this study is to show the impact of using educational games on student learning outcomes. Educational games can be used as an alternative choice as a learning media. The research instruments used were post test and pre test. Data analysis was done by comparing the results of the post test and pre test. This analysis was conducted to see whether there were changes in student learning outcomes. The results shows that students’ learning outcome are increase by implementing educational games.
Tujuan artikel ini adalah untuk menguraikan kegiatan peningkatan keterampilan guru SMK bidang TKI untuk mengembangkan mobile game edukasi. Pelaksanaan kegiatan pelatihan dilakukan di SMKN 2 Singosari dengan jumlah peserta sebanyak 30 guru SMK se Kota Malang. Pelatihan dilakukan dengan metode IN-ON-IN yang dimulai dengan kegiatan seminar terkait disruptive learning innovation dan workshop pengembangan game edukasi. Kegiatan ON merupakan penugasan pengembangan game dan di akhir kegiatan IN adalah evaluasi tugas dan kegiatan pelatihan. Berdasarkan hasil penilaian angket didapatkan bahwa 85 persen guru telah memahami karakteristik macam-macam game dan sebanyak 80 persen guru telah dapat mengembangkan mobile game edukasi. Kata kunci— pelatihan, media pembelajaran, game edukasi, guru SMK. AbstractThe purpose of this article is to outline the activities of vocational teacher skills improvement in the field of TKI to develop educational mobile games. The implementation of training activities was carried out at SMKN 2 Singosari with a total of 30 SMK teachers in Malang. The training was conducted using the IN-ON-IN method which began with seminars related to disruptive learning innovation and educational game development workshops. The ON activity is an assignment for game development and at the end of the IN activity is the evaluation of the tasks and training activities. Based on the results of the questionnaire assessment, it was found that 85 percent of teachers had understood the characteristics of various games and as many as 80 percent of teachers had been able to develop educational mobile games.Keywords— training, learning media, game education, vocational teacher
In the disruptive era, online learning models began to be widely developed. Malang State University as one of the state universities in Indonesia is developing and implementing a new curriculum with the theme of Life-Based Learning (LBL) as a form of adaptation in facing the Industrial 4.0 era. Through LBL, college graduates are expected to not only master competencies, but be able to develop their abilities to be able to face the needs and developments of the industrial revolution era 4.0. This study aims to develop an LMS-based transdisciplinary learning portal supported by internet and mobile technology. The product developed is reinforced with additional features in the form of Adaptive Learning System (ALS) in the digital sharing community (DSC) learning portal which is expected to be able to improve student capabilities. The development procedure model used in this study is to use the 4D model suggested by Thiagarajan and its requirements such as design analysis, validation and determination of research subjects. The steps in this model are the four stages of development, namely define, design, develop, and disseminate. Based on the overall analysis of the results of data collection it can be concluded that the results of the product feasibility trial, obtain very decent results. The details of the feasibility results were obtained from media experts 97.91%, material experts 96.33 %, small groups with 30 user users obtained 90.85% and large groups with 134 users obtained 94.25%. Based on these results it can be concluded that the ALS products on DSC for learning can be categorized as very appropriate to be used for the learning process, because the results obtained are above 85%.
Social distancing policy is applied during the Covid-19 virus pandemic including in Batik Professional Certification Institution in Indonesia. The management should provide services for the participants without meeting them directly. This study aims to reveal the management of Batik competence tests during the Covid-19 virus pandemic. The observation focused on the performance of the administrative staff, assessors, and management staff of the Batik Professional Certification Institutions (PCI). This is a qualitative study. The data were collected through questionnaires distributed to the participants, assessors, and administrators. The research concerns on the role and impact of the use of information system management in the interaction between prospective assessment, participants, assessors, and management of PCI in the professional certification competency test (PCCT). The findings showed that the use of information systems to manage vocational assessment has been effective to inform the assessment schedule to the assessor and participant, bridging the assessment reports, and reminding license expiration to management, so the management has an efficient way to manage the information with this system automation.
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