Belajar sejarah adalah belajar tentang masa lalu, dimana pembelajaranya berisikan beberapa fakta tentang sejarah tersebut. Salah satu kesulitan dalam belajar sejarahadalah menghafal. Proses pembelajaran yang bersifat hafalan tersebut dapat diatasi dengan belajar yang menyenangkan dan menarik melalui permainan. Sebelum suatu permainan dibangun, terlebih dahulu harus menetapkan genre dari permainan tersebut. Pemilihan genre untuk permainan pembelajaran sejarah sangatlah penting karena akan menentukan efektif atau tidaknya dalam penyampaian isi cerita dari materi pelajaran, sehingga siswa tidak hanya mengetahui nama tokoh, tanggal dan kejadiannya saja tetapi juga dapat menyampaikan nilai moral dan patriotisme serta memiliki pemikiran yang kritis. Pada penelitian ini dilakukan pencocokan karakteristik dari lima genre game yang terdiri dari genre simulation, strategy, action, fuzzle dan role-playing dan kesesuainya dengan pedagogi pembelajaran sejarah. Hasil dari penelitian ini yaitu dari kelima genre game yang dibandingkan masing-masing genre memiliki peluang yang berbeda, namun role playing genre kemudian diikuti genre game strategi merupakan genre yang sangat memungkinkan dan cocok untuk penyampaian pembelajaran sejarahyang sesuai dengan pedagogi dan learning content pembelajaran sejarah.
Kreativitas merupakan salah satu hal yang saat ini menjadi sebuah jati diri yang sedang dikembangkan oleh anak-anak maupun remaja. Seiring dengan perkembangan teknologi, semakin mudah pula anak-anak dan remaja untuk mudah mengembangkan kreatifitasnya dalam berbagai bidang, salah satunya adalah berkreasi dalam membangun sebuah animasi dijital. Kemampuan membangun animasi sejak dini sangat baik untuk menunjang kreatifitas dan imajinasi anak-anak dalam berfikir. Saat ini, snimasi digital sudah banyak dirancang dan dipersiapkan oleh kaum muda dengan perangkat yang juga telah tersedia dengan baik. Salah satu komunitas anak-anak dan remaja yang gemar dalam membangun animasi digital di kota pekanbaru adalah Digital Animation Club yang dimiliki oleh Sekolah Islam AshShofa Pekanbaru, Politeknik Caltex Riau sebagai sivitas akademika yang mahir dan terampil dalam pengembangan animasi digital juga turut serta berbagi ilmu dalam mendampingi dan mengajarkan proses pembuatan animasi digital untuk anak-anak dan remaja peserta didik di As-Shofa Pekanbaru. Dengan harapan dikemudian hari ilmu yang didapat oleh seluruh peserta dapat menjadi bekal dalam pegembangan diri yang lebih baik lagi dimasa mendatang
Mobile game is one type of game that runs on mobile devices such as smartphones and tablet PCs. In previous research, we have proposed quality model for mobile game which is a quality model that was built to measure quality from mobile games. This model was built from quality requirements that were analyzed for mobile games. Educational mobile game is education game genre with mobile based that aimed to learning, then the quality requirements maybe will different compared to other games. This research was conducted by analyzing the mobile game's quality requirements that specific for educational games genre in order to generate new quality requirements that are specific to the mobile educational game. The case studies that become an evaluation of current research are the tourism of Riau province, Indonesia. So the mobile educational game that will design later is a mobile educational game that contains about tourism in Riau province. To get a list of criteria for this case, then we conducted a survey of several users, and also formed a group discussion forum along with a tourism ambassador of Riau province, so that the quality requirements will be more reliable. So the proposed quality requirements may become a reference to build a game product that has a good quality based on the user's perspective.
Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning.
The pandemic that has hit the world has forced us to do learning indirectly or is often referred to as online (Daring). Online teaching and learning process requires some adjustments both on the teacher's side and the student's side. One of the adjustments is the need to seek technology and adaptation using technology. The currently widely used technology is online meeting services, such as the Zoom Meeting application, Google Meet, Video Calling via the Massager application, or other similar applications. To adapt to the technology, teachers at Madrasah Ibtidaiyah Muhammadiyah 01 Pekanbaru strongly desire to deepen ownership of the Zoom application as one of the media used for online learning. This training aims to provide an understanding and hands-on practice of using Zoom Meeting technology to increase learning effectiveness.
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