喜欢数字:以ANDROID为基础的学习游戏,以提高小学生的NUMERASI

Hendri Irawan, T. Wijayanti, Andika Putra Pututama
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引用次数: 1

摘要

本研究旨在为SD Negeri 02 Perjaya学生开发一款基于android的数学学习应用程序,通过有效、实用、有效的开发来实现。本研究着重讨论了应用程序的有效性和实用性。使用的研究模型是开发研究,遵循Sugiyono(2011:408)的开发模型,步骤如下:(1)潜力和问题,(2)数据收集,(3)产品设计,(4)设计验证,(5)产品设计修订,(6)产品试验。而使用的数据分析技术是描述性定性数据分析。研究结果显示:(1)开发出一套有效的小学数学素养结构化学习应用程式。有效性是根据专家验证来编制的,专家验证表明所开发的应用程序可以应用并且符合实际,即满足内容、结构和语言的有效标准;得到了同学们的支持和响应。
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SUKA ANGKA: GAME PEMBELAJARAN BERBASIS ANDROID GUNA MENINGKATKAN NUMERASI SISWA DI SEKOLAH DASAR
This study aims to develop an Android-based mathematics learning application for students of SD Negeri 02 Perjaya which is realized through valid, practical, and effective development. The discussion in this research is focused on the validity and practicality of using the application. The research model used is development research by following the development model according to Sugiyono (2011:408) with the following steps: (1) potential and problems, (2) data collection, (3) product design, (4) design validation, (5 ) product design revisions, (6) product trials. While the data analysis technique used is descriptive qualitative data analysis. The results of the study show (1) that a valid mathematical literacy structured learning application has been developed for elementary school students. Validity is compiled based on expert validation which states that the application developed can be applied and is in accordance with reality, namely meeting the valid criteria of content, construct, and language; and received good support and response by students.
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ANALISIS KESULITAN GURU KELAS V SEKOLAH DASAR DALAM MEMBUAT MEDIA PEMBELAJARAN BERBASIS MICROSOFT POWERPOINT PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL BOOK MENGGUNAKAN KVISOFT FLIPBOOK BERBASIS KONTEKSTUAL APLIKASI PERAMALAN STOK BARANG RETAIL MENGGUNAKAN METODE TREND MOMENT PADA TOKO RIZKA SUKA ANGKA: GAME PEMBELAJARAN BERBASIS ANDROID GUNA MENINGKATKAN NUMERASI SISWA DI SEKOLAH DASAR PENGEMBANGAN MULTIMEDIA INTERAKTIF PEMBELAJARAN DRAMA UNTUK SISWA KELAS XI SMA
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