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dc.contributor.authorSaputri, Dwi Yuniasih
dc.contributor.authorRukayah, R
dc.contributor.authorIndriayu, Mintasih
dc.date.accessioned2018-06-11T06:43:38Z
dc.date.available2018-06-11T06:43:38Z
dc.date.issued2018-04
dc.identifier.citationAhmad, Ibrahim & Azizah Jaafar. (2012). “Computer games: implementation into teaching and learning”. Journal Social and Behavioral Sciences, vol. 59, 515 – 519. Ariani, Niken & Dany Haryanto. (2010) Pembelajaran Multimedia di Sekolah. Jakarta: Prestasti Pustakaraya. Arsyad, Azhar. (2014). Media Pembelajaran. Jakarta: Raja Grafindo Persada. Baharuddin., Wahyuni N, E. (2015). Teori Belajar dan Pembelajaran. Yogyakarta: Ar-Ruzz Media. Ebata, M. (2008). “Motivation Factors in Language Learning”. The Internet TESL Journal, 14(4). diakses dari http://iteslj.org/Articles/Ebata- MotivationFactors.html. Heafner, T. (2004). “Using technology to motivate students to learn social studies”. Contemporary Issues in Technology and Teacher, vol. 4(1), 42–53. Miles, Matthew B. & A. Michael Hubberman. (2009). Analisis Data Kualitatif. Jakarta: UIPress. Piaget, J. (2010). Psikologi Anak. Yogyakarta: Pustaka Pelajar. Purnamasari, Setyarini & Tatang Herman. (2016). Penggunaan Multimedia Interaktif terhadap Peningkatan Kemampuan Pemahaman dan Komunikasi Matematis, Serta Kemandirian Belajar Siswa Sekolah Dasar. Jurnal Pendidikan Dasar, vol. 8 (2), 178-185. Sugiyono, Eko Imam. (2014). “Pengembangan Bahan Ajar Menyimak Berbasis Multimedia Interaktif Dalam Model Belajar Mandiri Untuk Sekolah Menengah Pertama”. Jurnal Pendidikan Bahasa dan Sastra Indonesia, vol. 3 (2), 83-89. Wahab, Nadia A., Wan Ahmad J.W.A & Balakrishnan M. (2015). “The use of multimedia in increasing perceived knowledge and awareness of cyberbullying among adolescents: A pilot study”. Journal Social and Behavioral Sciences, vol. 176, 745-749.id_ID
dc.identifier.issn2503-5185
dc.identifier.urihttp://hdl.handle.net/11617/10024
dc.description.abstractThis study aims to describe: (1) the acceptance of teachers to interactive game-based multimedia as a medium of learning; (2) teachers’ understanding of game-based interactive multimedia; and (3) teachers’ assessment of interactive game-based multimedia. The research method used is descriptive qualitative. The data were collected by using observations and interviews. Data analysis techniques used are interactive analysis consisting of data collection, data reduction, data presentation, and conclusion. The results of this study indicate that (1) teachers provide good acceptance of interactive game-based multimedia because the learning process becomes more active and student-centered; (2) interactive game-based multimedia is simple, so it’s easy to use to help students learn; and (3) teachers have a good assessment on interactive game-based multimedia, so it can be used as learning media either at school or at home.id_ID
dc.language.isoen_USid_ID
dc.publisherThe 2nd International Conference On Child-Friendly Education (ICCE) 2018id_ID
dc.subjectinteractive multimediaid_ID
dc.subjectgamesid_ID
dc.subjectteachers' perceptionid_ID
dc.subjectelementary schoolsid_ID
dc.titleLearning Innovation by Applying Interactive Game-Based Multimedia: Teachers' Perceptionsid_ID
dc.typeArticleid_ID


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