Utilisation of Game-Based Learning Media to Optimise the Learning Process at Bodhisattva Junior High School Bandar Lampung
Abstract
Keywords
Full Text:
PDFReferences
Amalia, Z. (2024). Optimisation of Quizlet Digital Media as a Media. Journal: Hasta Wiyata, 26–41. https://doi.org/10.21776/ub.hastawiyata.2024.007.01.03
Annisa, N. A., & Ageng. (2022). Improving Learning Effectiveness Through Android-Based Educational Game Applications. Journal of Educational Technology, 11(01), 201–213.
Asdar, Swandi Ahmad, S. (2022). Optimising the Application of Educational Technology through the Solar-based Energy Independent School Program on Sabangko Island. TONGKONAN: A Journal Of Community Service, 1(2), 99–105. https://doi.org/10.47178/tongkonan.v1i2.1784
Aslami, R. (2021). Optimising Indonesian Language Learning Using Nearpod Application-Based Learning Media. Bahtera Indonesia: Journal of Indonesian Language and Literature Education Research, 6(2), 135–148.
Asmara, Y., & Nindianti, D. S. (2019). The Urgency of Classroom Management. Sindang, Journal of History Education and Historical Studies, 1(1), 12–24.
Baharizqi, S. L., Iskandar, S., & Kurniawan, D. T. (2023). Optimising the Implementation of Game-Based Learning Models in 21st Century Learning in Primary Schools. Journal of Lensa Pendas, 8, 9–16.
Hari, K., Dewi, S., Ayu, I. G., Melati, S., & Purnaya, I. G. P. (2022). Optimising teachers' skills in designing learning tools based on technological, pedagogical and content knowledge. 6(4), 3121–3131.
Hasanah, F. N., Taurusta, C., Untari, R. S., & Nurul, D. (2021). An android-based educational game as an optimisation of online learning during the Covid 19 pandemic. JINoP (Journal of Learning Innovation), 7, 55–67.
L, I. (2019). Evaluation in the Learning Process. ADAARA Journal of Islamic Education Management, 2, 920–935.
Misael Hendrivan Pasaribu, T. L. (2021). Optimisation Of Online Learning Media To Encourage Student S' Active Learning In Mathematics Class. JOHME: Journal of Holistic Mathematics Education, 5(1), 44–60.
Nadia Lutfi Choirunnisa, R. D. F. (2021). Digital-based Snakes and Ladders Game to Optimise Practice of Fraction Problems for Elementary School Students. Journal of Education, 6, 109–115.
Poppy Anggraeni, A. A. (2018). Development of interactive learning media in economic learning. Journal of Basic Education and Humanities, 6(2), 55–65.
Safaruddin, Muhiddin P, Ismail, Sahribulan, D. D. P. U. S. P. (2022). Optimising Quizizz as Learning Gamification to Support Technology Adaptation for Teachers at Smp Negeri 21 BULUKUMBA. Journal of Abdimas Indonesia, 2(2), 223–236.
Tarigan, D., & Siagian, S. (2015). Development of interactive learning media in economic learning. Journal of Information & Communication Technology in Education, 2(2), 187–200.
DOI: https://doi.org/10.33394/jtp.v9i3.11605
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Tomi Jepisa, et.al
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This Journal has been Indexed by:
Jurnal Teknologi Pendidikan
ISSN: 2656-1417 (Online)
ISSN: 2503-0620 (Print)
Published by Program Studi Teknologi Pendidikan, FIPP
Universitas Pendidikan Mandalika
Email: [email protected]
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.