This research aimed to produce an educational game and to describe the effectiveness of the produced media in increasing the learning motivation and critical thinking skills of the 5th graders. This research and development refers to the steps formulated by Borg and Gall. The development design consists of ten steps: (1) information collection, (2) planning, (3) preliminary product development, (4) preliminary field testing, (5) main product revision, (6) main field testing, (7) operational product revision, (8) operational field testing, (9) final product revision, and (10) dissemination and implementation. The subjects of the preliminary field testing were three students and one teacher of SD Sorogenen 2. The subjects of the main field w...
This study aims to analyze the increase in science critical thinking skills of fifth grade students ...
A media is an intermediary or anything that is used for a process of transmitting messages or inform...
This study aims to increase student learning motivation by using the Punakawan board games. The scop...
This research aimed to produce an educational game and to describe the effectiveness of the produced...
This research aims to: 1) produce interactive learning multimedia based on the feasible make a match...
This research aims to (1) produce a local culture based game to improve student’s creative thinking ...
This research aims to describe the critical thinking skills and learning motivation of junior high s...
Abstrak: Penelitian ini bertujuan untuk menghasilkan produk dan menjelaskan keadaan meningkatnya mot...
This research was motivated by the results of observations at SDN Mrican 1 class V science subjects ...
This study aims to reveal: (1) the eligibility of dakon-themed game on the topic Where I Live, and (...
Games are one of the entertainments that are often and in demand by many children, especially those ...
The students still have a limited understanding of science learning, particularly the topic of food ...
This research is based on the results of observations to students of class VII C SMP Negeri 2 Tegal ...
Development Adventure Game "Si Bolang" as the Thematic Learning Media for Elementary School Students...
This study aims to: (1) To find out the process of developing student worksheets based on educative ...
This study aims to analyze the increase in science critical thinking skills of fifth grade students ...
A media is an intermediary or anything that is used for a process of transmitting messages or inform...
This study aims to increase student learning motivation by using the Punakawan board games. The scop...
This research aimed to produce an educational game and to describe the effectiveness of the produced...
This research aims to: 1) produce interactive learning multimedia based on the feasible make a match...
This research aims to (1) produce a local culture based game to improve student’s creative thinking ...
This research aims to describe the critical thinking skills and learning motivation of junior high s...
Abstrak: Penelitian ini bertujuan untuk menghasilkan produk dan menjelaskan keadaan meningkatnya mot...
This research was motivated by the results of observations at SDN Mrican 1 class V science subjects ...
This study aims to reveal: (1) the eligibility of dakon-themed game on the topic Where I Live, and (...
Games are one of the entertainments that are often and in demand by many children, especially those ...
The students still have a limited understanding of science learning, particularly the topic of food ...
This research is based on the results of observations to students of class VII C SMP Negeri 2 Tegal ...
Development Adventure Game "Si Bolang" as the Thematic Learning Media for Elementary School Students...
This study aims to: (1) To find out the process of developing student worksheets based on educative ...
This study aims to analyze the increase in science critical thinking skills of fifth grade students ...
A media is an intermediary or anything that is used for a process of transmitting messages or inform...
This study aims to increase student learning motivation by using the Punakawan board games. The scop...