Abstract:Nowadays technology is growing very rapidly. The existence of this technology development, helps a lot of people in carrying out their activities. There is one form of development technology that very influential in everyday life and mostly found in the community is an android smartphone. In this age, smartphones have become a lifestyle for the society. The development of smartphone technology has been perceived by all levels of society especially for students. Besides, being used in social media, smartphone p… Show more
“…This android gamebased learning media is easy to use by students because the operation of the game is designed simply so that students have no difficulty operating it. Android game-based learning media shows excellent potential in improving learning, students enjoy games and want to play them again (Laksita et al, 2020;Qohar et al, 2019).…”
This research article is based on observational data that indicates students' learning styles, frequently used instructional media, low math scores of 5th grade students, and students' inability to comprehend the taught materials. The objective of this research is to analyze students' learning interest in mathematics subjects using game-based educational media. The study was conducted in a 5th grade class with a total of 26 students. The research method used was Research and Development (R&D), and the development model employed was the ADDIE development model. The game product was tested by experts and students to assess the validity of the educational game. The results from expert evaluations yielded 92% for subject matter expertise, 94.67% for instructional design expertise, 94.44% for instructional media expertise, 100% for individual testing, and 92.92% for small group testing. The research involved 26 respondents who were 5th grade students in a primary school. The effectiveness test results showed a significant difference between the math scores of 5th grade students before and after using game-based Android instructional media. It can be concluded that game-based Android instructional media can enhance students' learning interest in 5th grade mathematics subjects at the primary school level.
“…This android gamebased learning media is easy to use by students because the operation of the game is designed simply so that students have no difficulty operating it. Android game-based learning media shows excellent potential in improving learning, students enjoy games and want to play them again (Laksita et al, 2020;Qohar et al, 2019).…”
This research article is based on observational data that indicates students' learning styles, frequently used instructional media, low math scores of 5th grade students, and students' inability to comprehend the taught materials. The objective of this research is to analyze students' learning interest in mathematics subjects using game-based educational media. The study was conducted in a 5th grade class with a total of 26 students. The research method used was Research and Development (R&D), and the development model employed was the ADDIE development model. The game product was tested by experts and students to assess the validity of the educational game. The results from expert evaluations yielded 92% for subject matter expertise, 94.67% for instructional design expertise, 94.44% for instructional media expertise, 100% for individual testing, and 92.92% for small group testing. The research involved 26 respondents who were 5th grade students in a primary school. The effectiveness test results showed a significant difference between the math scores of 5th grade students before and after using game-based Android instructional media. It can be concluded that game-based Android instructional media can enhance students' learning interest in 5th grade mathematics subjects at the primary school level.
“…The teacher's position is required to continue to innovate in learning (Al-Ahmed 2020; MARKHAICHUK and PANSHIN 2022), such as preparing digital-based teaching materials, uploading learning materials, worksheets, and tools used in digital smart classes starting from planning, implementation and evaluation. Since a consequence of their research, Hakim, Kustijono, and Wiwin 2019. validated the significance of teachers being accustomed to giving digital-based learning (Android), as 85 percent of students provided more effective and efficient feedback (Hakim, Kustijono, and Wiwin 2019;Laksita, Oktaviani, and Pangestu 2020) compared to traditional type learning which tends to lack innovation and students resulting in student boredom in participating in learning (Puradireja 2022;Rahman 2020).…”
Section: Digital Smart Class Utilization In Learningmentioning
The emergence of the digital era is clear evidence of the evolution of the educational landscape. Ineducation, the creation of cost-effective digital classrooms may be the answer to future problems. In-expensive glass touchscreens are an alternative to digital classrooms. This research focuses on how tomake digital smart classes at MIN 3 Tangerang and Madrasah Ibtidaiyah Nurul Huda Cerme Gresik andhow to use digital smart courses in the learning process at MIN 3 Tangerang and Madrasah IbtidaiyahNurul Huda Cerme Gresik. This research will describe education in Madrasah Ibtidaiyah, Indonesia.Design/methodology/approach This research uses a qualitative case study methodology. This researchinvolved eight participants, including school administrators, digital space teachers, and the informationtechnology team. Use interview, observation, and documentation tactics to collect data. The data analysistechnique uses the methods of reduction, presentation, and interpretation of the important themes found.Limitations/Research Implications The results of the study revealed that there were two important elementsin this study, namely the learning process carried out in digital classrooms and the main obstacles to itsimplementation. Creating a digital smart class begins with the provision of infrastructure such as InFocus,a USB port, a USB cable, a dongle, a high-resolution camera, wireless, and a smart board (touch screen)connected wirelessly. Smart digital classes can really stimulate teacher creativity in producing the bestmedia for teaching materials. Obstacles to adopting digital courses include the limitations of gadgets thatsupport the implementation of digital classes, the competence of teaching teachers, and school regulationsin providing supporting facilities. Originality/Value This new research is expected to be the starting pointfor creating teaching materials that are simple, economical, and effective.
“…The study by Laksita G et al, titled "The Effect of Android Game-Based Learning on Student Interest in Mathematics Learning," explores the positive impact of using Android-based games in enhancing students' interest in mathematics learning. This discussion emphasizes how the redirection of smartphone usage, previously dominated by social media activities, can be harnessed for more productive purposes, specifically increasing students' interest in mathematics using educational games (Laksita et al, 2020).…”
This study examined the evolution of Management Information Systems (MIS) within the context of industry 4.0 era, specifically emphasizing student discipline management. The research aimed to implement the "Attitude Record" application at the Islamic Elementary School (SDI) Al Amanah in Bandung Regency, serving as a foundational database for student discipline management. The research methodology employed in this study was the school-based action research method. The research outcomes affirmed that the application of management through the "Attitude Record" application within the framework of the student discipline information system at SDI Al Amanah enabled administrators to select actions under students’ conditions. The procedural steps taken in this school-based action research had yielded substantive alterations in the arrangement and monitoring of student conduct while yielding significant effects on the educational ambience within the institution. In a comprehensive context, the discipline management founded upon the information furnished by the "Attitude Record" application had substantial contribution by enhancing oversight, reporting, and handling student disciplinary infractions. This approach extended beyond mere reliance on students' attendance criteria or advancements in specific subjects. Instead, it encompassed a comprehensive view of student behavior, enabling administrators to adopt an informed and sensitive approach to individual student contexts. Discipline management based on information provided by the "Attitude Record" application had significantly contributed to enhancing supervision, reporting, and addressing student disciplinary violations. This approach avoided limiting itself to student attendance or specific subject areas improvements. Instead, it offered a more holistic perspective on student behavior, enriching the disciplinary framework
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