2022
DOI: 10.26499/rnh.v11i1.4667
|View full text |Cite
|
Sign up to set email alerts
|

Gim Edukasi Berbasis Android pada Mata Kuliah Bahasa Indonesia

Abstract: The use of android-based learning media when distance learning has not been optimized so that boredom arises in the learning process carried out by students, especially learning about the theory of writing scientific papers in Indonesian language courses. So it is necessary to design an innovative learning media so that students are motivated to learn better during distance learning. This study aims to describe the design process for making the Edu Karim game or short for an android-based scientific work educa… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
0
0
1

Year Published

2022
2022
2024
2024

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(3 citation statements)
references
References 6 publications
0
0
0
1
Order By: Relevance
“…Selain itu, mahasiswa juga menyatakan bahwa "Dosen tidak memberikan penjelasan yang lebih detail saat pembelajaran online dilakukan, berbeda dengan saat melakukan pembelajaran tatap muka" (Purwadi et al, 2021). Sehingga terjadi gap antara ekspektasi dan realita, seringkali ada kendala digital yang begitu nyata di masa pandemi Covid-19 (Rianto, 2022). Oleh karena itu perlunya peningkatan kompetensi bagi dosen dan mahasiswa agar selalu memiliki pengetahuan dan keterampilan digital yang memadai sesuai dengan perkembangan zaman (Surani et al, 2020).…”
Section: Pendahuluanunclassified
“…Selain itu, mahasiswa juga menyatakan bahwa "Dosen tidak memberikan penjelasan yang lebih detail saat pembelajaran online dilakukan, berbeda dengan saat melakukan pembelajaran tatap muka" (Purwadi et al, 2021). Sehingga terjadi gap antara ekspektasi dan realita, seringkali ada kendala digital yang begitu nyata di masa pandemi Covid-19 (Rianto, 2022). Oleh karena itu perlunya peningkatan kompetensi bagi dosen dan mahasiswa agar selalu memiliki pengetahuan dan keterampilan digital yang memadai sesuai dengan perkembangan zaman (Surani et al, 2020).…”
Section: Pendahuluanunclassified
“…The touch of information technology media in developing teaching materials can be realized by developing teaching materials that combine elements of printed and non-printed teaching materials (Shahrubudin et al, 2019) and also contain audio, audiovisual, and interactive videos containing material, practice questions, and tests which are then converted into digital format, not only packaged in CD (Kustyarini et al, 2020;Paino & Hutagalung, 2022). The other form of teaching materials is via internet network-based technology media using special applications and intended to be read via digital devices such as Android-based smartphones (Daniar et al, 2022;Rianto, 2022).…”
Section: Introductionmentioning
confidence: 99%
“…Learning becomes a fun and interactive experience. The aim of the game is to motivate students to participate actively, stay involved, and invest their efforts in acquiring knowledge and skills (Pitoyo et al, 2020;Pratiwi et al, 2023;Rianto, 2022). Educational games are software packages as tools that aim to encourage students through game systematics (Nasher & Ferdiansyah, 2021).…”
Section: Introductionmentioning
confidence: 99%