The use of digital media in education is a necessity nowadays. This is also an effect due to conditions of Covid-19 pandemic. Although there is a stigma that digital media has an unfavorable impact on the student learning process, technological developments also support creative concepts that can be used at the educational level. Based on these conditions, the idea emerged to develop an educational media based on boardgames to provide a learning process. In this study, researchers chose a general topic as the basis for the content of the boardgame, which is Indonesian culture. This topic was chosen considering the need for the younger generation to understand about Indonesian culture as their homeland. The research method in finding content...
Technology has become the consumption of the wider community, one of which is the entertainment need...
The very rapid development of technology, especially in learning educational games, has an im...
This study aims to improve digital literacy and learning outcomes using Augmented Reality applicatio...
The use of digital media in education is a necessity nowadays. This is also an effect due to conditi...
The use of digital media in education is a necessity nowadays. This is also an effect due to conditi...
The need for knowledge of the development technology augmented reality on smartphones as a learning ...
The need for knowledge of the development technology augmented reality on smartphones as a learning ...
The need for knowledge of the development technology augmented reality on smartphones as a learning ...
This study aims to design educational and entertainment media for children and adolescents using Aug...
This study aims to design educational and entertainment media for children and adolescents using Aug...
Learning Indonesian culture is a part of the curriculum for elementary school students. However, it ...
Learning Indonesian culture is a part of the curriculum for elementary school students. However, it ...
Learning Indonesian culture is a part of the curriculum for elementary school students. However, it ...
Technology has become the consumption of the wider community, one of which is the entertainment need...
Technology has become the consumption of the wider community, one of which is the entertainment need...
Technology has become the consumption of the wider community, one of which is the entertainment need...
The very rapid development of technology, especially in learning educational games, has an im...
This study aims to improve digital literacy and learning outcomes using Augmented Reality applicatio...
The use of digital media in education is a necessity nowadays. This is also an effect due to conditi...
The use of digital media in education is a necessity nowadays. This is also an effect due to conditi...
The need for knowledge of the development technology augmented reality on smartphones as a learning ...
The need for knowledge of the development technology augmented reality on smartphones as a learning ...
The need for knowledge of the development technology augmented reality on smartphones as a learning ...
This study aims to design educational and entertainment media for children and adolescents using Aug...
This study aims to design educational and entertainment media for children and adolescents using Aug...
Learning Indonesian culture is a part of the curriculum for elementary school students. However, it ...
Learning Indonesian culture is a part of the curriculum for elementary school students. However, it ...
Learning Indonesian culture is a part of the curriculum for elementary school students. However, it ...
Technology has become the consumption of the wider community, one of which is the entertainment need...
Technology has become the consumption of the wider community, one of which is the entertainment need...
Technology has become the consumption of the wider community, one of which is the entertainment need...
The very rapid development of technology, especially in learning educational games, has an im...
This study aims to improve digital literacy and learning outcomes using Augmented Reality applicatio...