The purpose of this study is to develop a web-based learning game media to improve problem-solving skills in two-dimensional figure. Research method with R & D use the ASSURE development model consisting of 6 steps, that is 1) analyze learners, 2) state objectives, 3) select method, media, and materials, 4) utilize media and materials, 5) require learner participation, 6) evaluated and revise. The validity of the product is assessed by the experts with the expert validation sheets. The practicality of the product was tested by a limited trial of 10 students followed by interviews to see student responses. The Product effectiveness was seen from one class trial with one group pretest-posttest design and the results were analyzed using the Pa...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
Games are one of the entertainments that are often and in demand by many children, especially those ...
This research was motivated by the results of observations at SDN Mrican 1 class V science subjects ...
The application of online to offline learning is a challenge for educational institutions. The teach...
The background of conducting this reseach began with the intention to develope an approprite English...
Games are one of the entertainments that are often and in demand by many children, especially those ...
ABSTRACT Widodo, Z.T. 2017. Developing Web-Based Game As a Supplementary Reading Material for the Te...
The students still have a limited understanding of science learning, particularly the topic of food ...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
Learning activities for students in the current era, especially in productive subjects, must be inte...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
This study constructs a problem-based learning model through digital video media to increase knowled...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
Games are one of the entertainments that are often and in demand by many children, especially those ...
This research was motivated by the results of observations at SDN Mrican 1 class V science subjects ...
The application of online to offline learning is a challenge for educational institutions. The teach...
The background of conducting this reseach began with the intention to develope an approprite English...
Games are one of the entertainments that are often and in demand by many children, especially those ...
ABSTRACT Widodo, Z.T. 2017. Developing Web-Based Game As a Supplementary Reading Material for the Te...
The students still have a limited understanding of science learning, particularly the topic of food ...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
Learning activities for students in the current era, especially in productive subjects, must be inte...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
This study constructs a problem-based learning model through digital video media to increase knowled...
This study aimed to determine the level of feasibility, practicality, and effectiveness of game appl...
This study aims to: (1) produce a digital game-based learning media in English listening practice, (...
Games are one of the entertainments that are often and in demand by many children, especially those ...