PENGARUH MEDIA INTERAKTIF ANIMASI BOARD GAME TERHADAP HASIL BELAJAR PADA MATA PELAJARAN IPAS SISWA KELAS V SDN 1 KARANGKENDAL
Abstract
Keywords
Full Text:
PDF (Bahasa Indonesia)References
Arikunto, Suharsimi. (2010). Prosedur Penelitian: Suatu Pendekatan Praktik. Jakarta: Rineka Cipta.
Creswell, John W., & Creswell, J. David. (2017). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. Sage Publications.
Desmita. (2009). Psikologi Perkembangan Peserta Didik. Bandung: Remaja Rosdakarya.
Febiyanti, Chamidy T., & Muhroji, M. (2024). Video Animasi Sebagai Media Meningkatkan Pemahaman Siswa Pada Pembelajaran IPA Sekolah Dasar. Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam, 10(1), 78–88.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-
Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow, and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Kementerian Pendidikan dan Kebudayaan Republik Indonesia. (2020). Panduan Pembelajaran IPAS Kelas V Sekolah Dasar. Jakarta: Kemendikbud.
Krisdanti, E. (2023). Improve Sciences Learning Outcomes Using Animation Media In 5th Grade Elementary School Students. In Social, Humanities, and Educational Studies (SHES): Conference Series, 3(3), 897–901.
Mardiana, S. (2021). Efektivitas Media Interaktif dalam Meningkatkan Motivasi Belajar Siswa Sekolah Dasar. Surabaya: Edutech.
Mayer, R. E. (2001). Multimedia learning. Cambridge University Press.
Mayer, Richard E. (2014). Introduction to Multimedia Learning. New York: Cambridge University Press.
MDPI. (2020–2023). Various articles on educational board games and AR applications. Retrieved from https://www.mdpi.com
Moreno, R., & Mayer, R. E. (2007). Interactive multimodal learning environments. Educational
Psychology Review, 19(3), 309–326. https://doi.org/10.1007/s10648-007-9047-2
Mufida, A., & Abidin, M. R. I. (2021). Perancangan Board game Sebagai Media Pembelajaran Bahasa Inggris Anak Usia 6–10 Tahun. Barik, 2(3), 44–59.
Nguyen, T., Nguyen, H., & Wang, T. (2021). Applying design thinking in developing board games for STEM education: A case in physics learning. Eurasia Journal of Mathematics, Science and Technology Education, 17(6), em1970. https://doi.org/10.29333/ejmste/10866
Ningtyas, S. I. (2023). Penggunaan Board game Sebagai Media Pembelajaran Untuk Melatih Berpikir Kreatif Siswa. Research and Development Journal of Education, 9(2), 871–880.
Nugraha, Permana. (2022). Pendidikan Karakter di Era Digital: Strategi Membangun Generasi Berdaya Saing. Cirebon: Cendekia Press.
O'Bannon, B. W., Skolits, G. J., & Lubke, J. K. (2017). The Influence of Digital Interactive Textbook Instruction on Student Learning Preferences, Outcomes, and Motivation. Journal of Research on Technology in Education, 49(3–4), 103–116.
Palincsar, A. S., & Brown, A. L. (1984). Reciprocal teaching of comprehension-fostering and comprehension-monitoring activities. Cognition and Instruction, 1(2), 117–175. https://doi.org/10.1207/s1532690xci0102_1
Pamungkas, H. D., Patria, F., Juliyanto, R. M., &
Setiyawan, M. (2024). Perancangan Board game “Ular Tangga Astronomi” sebagai Media Pembelajaran IPA Astronomi Interaktif untuk Siswa SD Negeri 03 Ngabeyan. Jurnal Pendidikan Sains, 3031–5581.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Rochmah, Eliya. (2019). Statistik Pendidikan: Konsep dan Aplikasi. Cirebon: UM Cirebon Press.
SpringerOpen. (2020–2023). Meta-analysis of digital game-based STEM education. Retrieved from https://www.springeropen.com
Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improving students’ learning performance in science courses. Computers & Education, 63, 43–51. https://doi.org/10.1016/j.compedu.2012.11.019
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Eds. & Trans.). Harvard University Press.
Wibowo, H. (2021). Pengaruh Media Interaktif terhadap Perhatian dan Pemahaman Siswa Sekolah Dasar. Bandung: Edumedia.
DOI: https://doi.org/10.29100/.v8i1.9137
Refbacks
- There are currently no refbacks.