Ekoland: The Development of Android-Based Learning Media Using iSpring Suite to Improve the Understanding of Ecosystem Material in Elementary School
Abstract
Keywords
Full Text:
PDFReferences
Alamsyah, D. P., Parulian, J. M., & Herliana, A. (2023). Augmented reality android based: Education of modern and traditional instruments. Procedia Computer Science, 216, 266–273. https://doi.org/10.1016/j.procs.2022.12.136
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
Armansyah, F., Sulton, S., & Sulthoni, S. (2019). Multimedia Interaktif Sebagai Media Visualisasi Dasar-Dasar Animasi [Interactive Multimedia as Visualization Media for Fundamentals of Animation]. Jurnal Kajian Teknologi Pendidikan [Journal of Educational Technology Studies], 2(3), 224–229. https://doi.org/10.17977/um038v2i32019p224
Bhatt, B. N., & Furia, C. A. (2022). Automated repair of resource leaks in Android applications. Journal of Systems and Software, 192, 111417. https://doi.org/10.1016/j.jss.2022.111417
Booton, S. A., Kolancali, P., & Murphy, V. A. (2023). Touchscreen apps for child creativity: An evaluation of creativity apps designed for young children. Computers & Education, 201, 104811. https://doi.org/10.1016/j.compedu.2023.104811
Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541
De Paula, B. (2021). Reflexivity, methodology and contexts in participatory digital media research: Making games with Latin American youth in London. Learning, Media and Technology, 46(4), 435–450. https://doi.org/10.1080/17439884.2021.1901114
Dezuanni, M. (2018). Minecraft and children’s digital making: Implications for media literacy education. Learning, Media and Technology, 43(3), 236–249. https://doi.org/10.1080/17439884.2018.1472607
Ferdiman, B., Akbar, H. A., Faturrahman, M. R., & Maulana, F. I. (2023). Development of Augmented Reality Application in Physics through Newton’s Laws and Object Interaction. Procedia Computer Science, 227, 699–708. https://doi.org/10.1016/j.procs.2023.10.574
Fischer, F., Sommerhoff, D., & Keune, A. (2023). Perspectives on learning from the learning sciences. In International Encyclopedia of Education(Fourth Edition) (pp. 44–56). Elsevier. https://doi.org/10.1016/B978-0-12-818630-5.14007-2
Fitriati, F., & Megawati, F. (2021). iSpring Suite 9: Its Effect on EFL Learners in Comprehending Narrative Text. Jurnal.Fkip-Uwgm.Ac.Id, 3(2), 1–10. https://doi.org/10.24903/bej.v3i2.771
Forsler, I., & Guyard, C. (2023). Screens, teens and their brains. Discourses about digital media, learning and cognitive development in popular science neuroeducation. Learning, Media and Technology, 1(1), 1–14. https://doi.org/10.1080/17439884.2023.2230893
Hakiki, R., Muchson, M., Sulistina, O., & Febriana, A. (2022). The Development of Learning Media Based on Augmented Reality, Hologram, and Ludo Game on The Topic of Molecular Shapes. International Journal of Interactive Mobile Technologies (iJIM), 16(04), 70–84. https://doi.org/10.3991/ijim.v16i04.28989
Hanisah, Irhasyuarna, Y., & Yulinda, R. (2022). Pengembangan Media Pembelajaran Interaktif menggunakan ISpring Suite 10 pada Materi Reproduksi Tumbuhan untuk Mengukur Hasil Belajar [Development of Interactive Learning Media using iSpring Suite 10 on the Topic of Plant Reproduction to Measure Learning Outcomes]. JUPEIS : Jurnal Pendidikan Dan Ilmu Sosial [Journal of Education and Social Science], 1(3), 6–16. https://doi.org/10.55784/jupeis.vol1.iss3.68
Kahne, J., & Bowyer, B. (2019). Can media literacy education increase digital engagement in politics? Learning, Media and Technology, 44(2), 211–224. https://doi.org/10.1080/17439884.2019.1601108
Laseinde, O. T., & Dada, D. (2023). Enhancing teaching and learning in STEM Labs: The development of an android-based virtual reality platform. Materials Today: Proceedings, S2214785323046825. https://doi.org/10.1016/j.matpr.2023.09.020
Latif, J. J. K., Triputra, A. A., Kesuma, M. A., & Maulana, F. I. (2023). Design and Development a Virtual Planetarium Learning Media Using Augmented Reality. Procedia Computer Science, 227, 726–733. https://doi.org/10.1016/j.procs.2023.10.577
Nurhasanah, Y., Pinandoyo, D., Alamsyah, M. R., Prasetyo, E., & Zukri, N. R. (2023). The Development of a Coliform Detection Game As A Part of Android – Based Virtual Food Safety Laboratory to Support Online Learning. Procedia Computer Science, 227, 1002–1011. https://doi.org/10.1016/j.procs.2023.10.609
Potter, J. (2023). Micro studies in macro digital ecosystems: AI dystopias, assemblages, and qualitative research in challenging times. Learning, Media and Technology, 48(3), 369–371. https://doi.org/10.1080/17439884.2023.2235988
Privitera, A. J., Ng, S. H. S., & Chen, S. H. A. (2023). Defining the Science of Learning: A scoping review. Trends in Neuroscience and Education, 32, 100206. https://doi.org/10.1016/j.tine.2023.100206
Qiu, Y., Pan, H., Kalantari, Z., Giusti, M., & Che, S. (2023). The natural focus: Combining deep learning and eye-tracking to understand public perceptions of urban ecosystem aesthetics. Ecological Indicators, 156, 111181. https://doi.org/10.1016/j.ecolind.2023.111181
Razgallah, A., Khoury, R., Hallé, S., & Khanmohammadi, K. (2021). A survey of malware detection in Android apps: Recommendations and perspectives for future research. Computer Science Review, 39, 100358. https://doi.org/10.1016/j.cosrev.2020.100358
Rohmaini, L., Netriwati, N., Komarudin, K., Nendra, F., & Qiftiyah, M. (2020). Pengembangan Modul Pembelajaran Matematika Berbasis Etnomatematika Berbantuan Wingeom Berdasarkan Langkah Borg and Gall [Development of Mathematics Learning Modules Based on Ethnomathematics with Wingeom Assistance According to Borg and Gall's Steps]. Teorema: Teori Dan Riset Matematika [ Theory and Research of Mathematics], 5(2), 176. https://doi.org/10.25157/teorema.v5i2.3649
Rohmani, R., Apriza, B., & Mahendra, Y. (2021). Pengembangan gim kuis edukasi suplemen buku ajar pengantar dasar IPA berbasis website [Development of an educational quiz game supplement for the basic introduction to science textbooks based on a website]. JINoP: Jurnal Inovasi Pembelajaran [Journal of Learning Inovation], 7(2), 194–208. https://doi.org/10.22219/jinop.v7i2.18576
Salina, Tahira, Sunarti, Syarif, S., Ahmad, M., Manapa, E. S., & Jibril. (2020). Application mattampu as fetal growth education media during pregnancy based on android. Enfermería Clínica, 30, 602–605. https://doi.org/10.1016/j.enfcli.2019.07.170
Sari, A. C., Fadillah, A. M., Jonathan, J., & David Prabowo, M. R. (2019). Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia. Procedia Computer Science, 157, 589–595. https://doi.org/10.1016/j.procs.2019.09.018
Sharma, S., Krishna, C. R., & Kumar, R. (2021). RansomDroid: Forensic analysis and detection of Android Ransomware using unsupervised machine learning technique. Forensic Science International: Digital Investigation, 37, 301168. https://doi.org/10.1016/j.fsidi.2021.301168
Sugiyono. (2016). Penelitian, Metode Kuantitatif, Kualitatif dan R&D[Research, Quantitative Methods, Qualitative Methods, and Research & Development (R&D).] (23rd ed.). Alfabeta, CV.
Sulistyorini, S., & Listiadi, A. (2022). Pengembangan Media Pembelajaran ISpring Suite 10 Berbasis Android pada Materi Jurnal Penyesuaian di SMK [Development of iSpring Suite 10 Learning Media Based on Android for Adjusting Journal Material in Vocational High School]. EDUKATIF : JURNAL ILMU PENDIDIKAN [Journal of Educational Science], 4(2), 2116–2126. https://doi.org/10.31004/edukatif.v4i2.2288
Taylor, K. H., Takeuchi, L., & Stevens, R. (2018). Mapping the daily media round: Novel methods for understanding families’ mobile technology use. Learning, Media and Technology, 43(1), 70–84. https://doi.org/10.1080/17439884.2017.1391286
Videnovik, M., Madevska Bogdanova, A., & Trajkovik, V. (2023). Game-based learning approach in computer science in primary education: A systematic review. Entertainment Computing, 48, 100616. https://doi.org/10.1016/j.entcom.2023.100616
Widyawati, C., Katminingsih, Y., & Widodo, S. (2022). Pengembangan Media Pembelajaran Interaktif Matematika Menggunakan iSpring Suite 10 Pada Materi Aritmatika Sosial [Development of Interactive Mathematics Learning Media Using iSpring Suite 10 on Social Arithmetic Material]. Seminar Nasional Pendidikan Matematika [National Seminar of Mathematic Education] 2022, 1(1), 1–7. http://dx.doi.org/10.31000/cpu.v0i0.6863.
DOI: https://doi.org/10.53400/mimbar-sd.v10i3.63096
Refbacks
- There are currently no refbacks.
Copyright (c) 2023 Mimbar Sekolah Dasar
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
View Mimbar Sekolah Dasar Stats