Perancangan Video Pembelajaran Permainan Kul Kuk Sebagai Upaya Pelestarian Permainan Tradisional Bali
Abstract
Keywords
Full Text:
PDF_(Bahas Indonesia)References
Aisyah, S., Ramadhan, M. H., dan Syahputri, D. Pembangunan media pembelajaran interaktif berbasis animasi dalam meningkatkan minat belajar siswa masa pandemi. Jurnal Pendidikan Multimedia (Edsence), 3(2), 65-74.
Albion, L., Kaira, M.R., Tawami, T., Fairuz, D.A., and Maulana, H. (2021). Designing english education game application for early childhood. ASEAN Journal of Science and Engineering Education, 1(2), 117-124.
Bangkerd, P., and Sangsawang, T. (2021). Development of augmented reality application for exercise to promote health among elderly. Indonesian Journal of Educational Research and Technology, 1(3), 77-80.
Barri, N.J.C., Lorete, D.C.D., Pacifico, K.A.L., and Valdez, A.G. (2023). Video demonstration: Effects on student’s metacognitive skills in science. ASEAN Journal of Science and Engineering Education, 3(3), 221-228.
Cabrillos, L.E., Gapasin, J.D., Marfil, J.A., and Calixtro Jr.V.L. (2023). Examining the effects of online games on the academic performance of BPEd students of Sultan Kudarat State University, Philippines. Indonesian Journal of Educational Research and Technology, 3(1), 13-18.
Dallyono, R., Sukyadi, D., and Hakim, L. (2020). A mathematical model of the cognitive semantics of the english preposition on. Indonesian Journal of Science and Technology, 5(1), 133-153.
Handoko, D., dan Gumantan, A. (2021). Penerapan permainan tradisional dalam pembelajaran olahraga di SMAN 1 Baradatu. Journal Of Physical Education, 2(1), 1-7.
Jurayevich, B.O. (2023). Ways to develop education for obtaining general physical qualities of young wrestlers through action games. Indonesian Journal of Multidiciplinary Research, 3(1), 153-158.
Lathifah, N.N., and Maryanti, R. (2021). Basic arithmetic learning through math online games for elementary school students during the pandemic. Indonesian Journal of Multidiciplinary Research, 1(2), 379-384.
Majid, A., Sonya, I. G., dan Rizky, R. Perancangan aplikasi SOL-MATH untuk pendidikan matematika SMP/Sederajat dengan metode design thinking. Jurnal Pendidikan Multimedia (Edsence), 4(1), 45-52.
Riyanto, M., Nandiyanto, A.B.D., Kurniawan, T., and Bilad, M.R. (2022). Management of character education in the scope of elementary school students in the distance learning period. Indonesian Journal of Multidiciplinary Research, 2(1), 1-8.
Rusyani, E., Maryanti, R., Rahayu, S., Ragadhita, R., Al Husaeni, D.F., and Susetyo, B. (2022). Application of scrabble game in improving learning of simple sentence structure on the student with hearing impairment. ASEAN Journal of Science and Engineering Education, 2(1), 75-86.
Rusyani, E., Saepulloh, A., Maryanti, R., Ragadhita, R., and Al Husaeni, D.F. (2021). The effect of the team-games-tournament method on improving the learning ability of student with hearing impairment in multiplication concepts. Indonesian Journal of Multidiciplinary Research, 1(2), 219-228.
Shalih, P. R., dan Irfansyah, I. (2020). Perancangan game berbasis multimedia development life cycle (MDLC) tentang tokoh pahlawan indonesia masa kini untuk generasi z. Jurnal Pendidikan Multimedia (Edsence), 2(2), 83-92.
Widiastuti, N. M. D., dan Kusuma, P. S. D. (2021). Kajian permainan tradisional bali untuk membantu pembentukan karakter dan keterampilan sosial anak. Segara Widya: Jurnal Penelitian Seni, 9(2), 98-105.
DOI: https://doi.org/10.17509/edsence.v4i2.52598
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 Jurnal Pendidikan Multimedia (Edsence)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal Pendidikan Multimedia (Edsence) ( p-ISSN:2685-2489 | e-ISSN:2685-2535) published by Universitas Pendidikan Indonesia (UPI)
Indexed by:
p-ISSN:2685-2489 | e-ISSN:2685-2535
Visitor Number :
View My Stats