Research Article
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Year 2018, , 1 - 8, 01.07.2018
https://doi.org/10.24331/ijere.411329

Abstract

References

  • Adkins, M. (2014). How video games and digital literacy impacts student attainment and development : an analysis of synergistic integration. Society for Information Technology & Teacher Education International Conference. United States: Association for the Advancement of Computing in Education (AACE). Asyhar, R. (2012). Kreatif mengembangkan media pembelajaran. Jakarta: Gaung Persada. Babiker, M. E. A. (2015). For effective use of multimedia in education, teachers must develop their own educational multimedia applications. Turkish Online Journal of Educational Technology, 14(4), 62–68. Darsono, Winarno, & Slamet. (2018). The Need Textbook Writing of Children’s Story Based on Character Education. International Journal of Educational Research Review, 3(2), 1-8. Darmawan, Deni. (2012). Inovasi pendidikan. Bandung: PT Remaja Rosdakarya. Dwi Riyanto, W., & Gunarhadi. (2017). The effectiveness of interactive multimedia in mathematic learning: utilizing power points for students with learning disability. International Journal of Pedagogy and Teacher Education (IJPTE), 1(1), 7–8. Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156–167. Fauzi, A., Damayanti, D., & Ilahi, T. (2012). A teacher’s beliefs on the integration of video technology in teaching speaking: a case study. International Journal of Pedagogy and Teacher Education (IJPTE), 11(1), 46–54. Heafner, T. (2004). Using technology to motivate students to learn social studies. Contemporary Issues in Technology and Teacher, 4(1), 42–53. Hofstetter. (2001). Multimedia literacy third edition. Mc Graw-Hill International Edition: New York Iksan, Z. H., & Saufian, S. M. (2017). Mobile learning: Innovation in teaching and learning using telegram. International Journal of Pedagogy and Teacher Education (IJPTE), 11(1), 19–26. Kafyulilo, A., & Keengwe, J. (2013). Teachers’ perspectives on their use of ICT in teaching and learning: A case study. Education and Information Technologies, 19(4), 913–923. Kassim, H., Nicholas, H., & Ng, W. (2014). Using a multimedia learning tool to improve creative performance. Thinking Skills and Creativity, 13, 9–19. Keengwe, J., & Georgina, D. (2013). Supporting digital natives to learn effectively with technology tools. International Journal of Information and Communication Technology Education, 9(1), 51–59. Keengwe, J., & Hussein, F. (2014). Using computer-assisted instruction to enhance achievement of English language learners. Education and Information Technologies, 19(2), 295–306. Keengwe, J., Onchwari, G., & Agamba, J. (2013). Promoting effective e-learning practices through the constructivist pedagogy. Education and Information Technologies, 19(4), 887–898. Kurt, S. (2013). Examining teachers’ use of computer-based technologies: A case study. Education and Information Technologies, 18(4), 557–570. Martín-Sanjosé, J. F., Juan, M. C., Seguí, I., & García-García, I. (2015). The effects of computer-based games and collaboration in large groups vs. collaboration in pairs or traditional methods. Computers and Education, 87, 42–54. Miles, M. B. & A. Michael Huberman. (2009). Analisis data kualitatif. Jakarta: UI-Press. Mulyanto, Heri, Gunarhadi & Mintasih Indriayu. (2018). The effect of problem based learning model on student mathematics learning outcomes viewed from critical thinking skills. International Journal of Educational Research Review, 3(2), 37-45. Navarrete, C. C. (2013). Creative thinking in digital game design and development: A case study. Computers and Education, 69, 320–331. Nusir, S., Alsmadi, I., Al-Kabi, M., & Sharadgah, F. (2013). Studying the impact of using multimedia interactive programs on children’s ability to learn basic math skills. E-Learning and Digital Media, 10(3), 305–319. Sanaky, Hujair AH. (2013). Media pembelajaran interaktif-inovatif. Yogyakarta: Kaudaba Dipantara. Sanjaya, Wina. (2007). Strategi pembelajaran berorientasi standar proses pendidikan. Jakarta: Kencana Santrock, John W. (2011). Educational psychology. New York: McGraw Hill Companies, Inc. Son, B., & Simonian, M. (2016). An integrated multimedia learning model vs. the traditional face-to-face learning model: An examination of college economics classes. Journal of Educational Multimedia and Hypermedia, 25(4), 305–321. Sukardi. (2011). Metodologi penelitian pendidikan. Jakarta: Bumi Aksara. Sun, C.-C., Lo, Y.-H., & Wang, G.-C. . (2014). The impact of applying interactive multimedia materials to English teaching practices on children’s learning of English. In International Conference on Innovation, Communication and Engineering, ICICE 2014 (pp. 559–567). Sutopo, Ariesto Hadi. (2003). Multimedia interaktif dengan flash. Yogyakarta: PT. Graha Ilmu. Vebrianto, R., & Osman, K. (2011). The effect of multiple media instruction in improving students’ science process skill and achievement. Procedia - Social and Behavioral Sciences, 15, 346–350. Wang, Z. (2017). Study on the multimedia application in college aerobics teaching: A learning interactive perspective. Revista de La Facultad de Ingenieria, 32(2), 759–767. Wijayanto, P. W., & Siradj, Y. (2012). The educational game “ Indonesian Tribes ” for the kindergarten students. International Journal of Pedagogy and Teacher Education (IJPTE), 11(4), 27–36.

Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century

Year 2018, , 1 - 8, 01.07.2018
https://doi.org/10.24331/ijere.411329

Abstract

This study aimed to
describe the existence of learning media and analyzed the need assessments of
interactive multimedia based on game for 5th grade students of primary school.
The method of this study was descriptive qualitative. It described the
phenomena based on the situation. The method used to choose the sample was
purposive sampling which chose the sample based on certain consideration. The
sample of this study consisted of 147 students and 5 primary school teachers.
The techniques used to collect the data were interview, questionnaire, and
observation. To analyze the data, interactive analysis was used. It consisted of:
data collection, data condensation, data display, and conclusion. The result of
this study showed that: (1) Primary school teacher had used learning media,
such as book, picture, real object, and environment; (2) Teachers and students
needed interactive multimedia based on game to support learning activity at
primary school. Thus, the teachers were suggested to develop interactive
multimedia based on game by involving experts to produce attractive multimedia
and improve learning quality

References

  • Adkins, M. (2014). How video games and digital literacy impacts student attainment and development : an analysis of synergistic integration. Society for Information Technology & Teacher Education International Conference. United States: Association for the Advancement of Computing in Education (AACE). Asyhar, R. (2012). Kreatif mengembangkan media pembelajaran. Jakarta: Gaung Persada. Babiker, M. E. A. (2015). For effective use of multimedia in education, teachers must develop their own educational multimedia applications. Turkish Online Journal of Educational Technology, 14(4), 62–68. Darsono, Winarno, & Slamet. (2018). The Need Textbook Writing of Children’s Story Based on Character Education. International Journal of Educational Research Review, 3(2), 1-8. Darmawan, Deni. (2012). Inovasi pendidikan. Bandung: PT Remaja Rosdakarya. Dwi Riyanto, W., & Gunarhadi. (2017). The effectiveness of interactive multimedia in mathematic learning: utilizing power points for students with learning disability. International Journal of Pedagogy and Teacher Education (IJPTE), 1(1), 7–8. Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156–167. Fauzi, A., Damayanti, D., & Ilahi, T. (2012). A teacher’s beliefs on the integration of video technology in teaching speaking: a case study. International Journal of Pedagogy and Teacher Education (IJPTE), 11(1), 46–54. Heafner, T. (2004). Using technology to motivate students to learn social studies. Contemporary Issues in Technology and Teacher, 4(1), 42–53. Hofstetter. (2001). Multimedia literacy third edition. Mc Graw-Hill International Edition: New York Iksan, Z. H., & Saufian, S. M. (2017). Mobile learning: Innovation in teaching and learning using telegram. International Journal of Pedagogy and Teacher Education (IJPTE), 11(1), 19–26. Kafyulilo, A., & Keengwe, J. (2013). Teachers’ perspectives on their use of ICT in teaching and learning: A case study. Education and Information Technologies, 19(4), 913–923. Kassim, H., Nicholas, H., & Ng, W. (2014). Using a multimedia learning tool to improve creative performance. Thinking Skills and Creativity, 13, 9–19. Keengwe, J., & Georgina, D. (2013). Supporting digital natives to learn effectively with technology tools. International Journal of Information and Communication Technology Education, 9(1), 51–59. Keengwe, J., & Hussein, F. (2014). Using computer-assisted instruction to enhance achievement of English language learners. Education and Information Technologies, 19(2), 295–306. Keengwe, J., Onchwari, G., & Agamba, J. (2013). Promoting effective e-learning practices through the constructivist pedagogy. Education and Information Technologies, 19(4), 887–898. Kurt, S. (2013). Examining teachers’ use of computer-based technologies: A case study. Education and Information Technologies, 18(4), 557–570. Martín-Sanjosé, J. F., Juan, M. C., Seguí, I., & García-García, I. (2015). The effects of computer-based games and collaboration in large groups vs. collaboration in pairs or traditional methods. Computers and Education, 87, 42–54. Miles, M. B. & A. Michael Huberman. (2009). Analisis data kualitatif. Jakarta: UI-Press. Mulyanto, Heri, Gunarhadi & Mintasih Indriayu. (2018). The effect of problem based learning model on student mathematics learning outcomes viewed from critical thinking skills. International Journal of Educational Research Review, 3(2), 37-45. Navarrete, C. C. (2013). Creative thinking in digital game design and development: A case study. Computers and Education, 69, 320–331. Nusir, S., Alsmadi, I., Al-Kabi, M., & Sharadgah, F. (2013). Studying the impact of using multimedia interactive programs on children’s ability to learn basic math skills. E-Learning and Digital Media, 10(3), 305–319. Sanaky, Hujair AH. (2013). Media pembelajaran interaktif-inovatif. Yogyakarta: Kaudaba Dipantara. Sanjaya, Wina. (2007). Strategi pembelajaran berorientasi standar proses pendidikan. Jakarta: Kencana Santrock, John W. (2011). Educational psychology. New York: McGraw Hill Companies, Inc. Son, B., & Simonian, M. (2016). An integrated multimedia learning model vs. the traditional face-to-face learning model: An examination of college economics classes. Journal of Educational Multimedia and Hypermedia, 25(4), 305–321. Sukardi. (2011). Metodologi penelitian pendidikan. Jakarta: Bumi Aksara. Sun, C.-C., Lo, Y.-H., & Wang, G.-C. . (2014). The impact of applying interactive multimedia materials to English teaching practices on children’s learning of English. In International Conference on Innovation, Communication and Engineering, ICICE 2014 (pp. 559–567). Sutopo, Ariesto Hadi. (2003). Multimedia interaktif dengan flash. Yogyakarta: PT. Graha Ilmu. Vebrianto, R., & Osman, K. (2011). The effect of multiple media instruction in improving students’ science process skill and achievement. Procedia - Social and Behavioral Sciences, 15, 346–350. Wang, Z. (2017). Study on the multimedia application in college aerobics teaching: A learning interactive perspective. Revista de La Facultad de Ingenieria, 32(2), 759–767. Wijayanto, P. W., & Siradj, Y. (2012). The educational game “ Indonesian Tribes ” for the kindergarten students. International Journal of Pedagogy and Teacher Education (IJPTE), 11(4), 27–36.
There are 1 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Articles
Authors

Dwi Yuniasih Saputrı This is me

Rukayah Rukayah This is me

Mintasih Indrıayu This is me

Publication Date July 1, 2018
Published in Issue Year 2018

Cite

APA Saputrı, D. Y., Rukayah, R., & Indrıayu, M. (2018). Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. International Journal of Educational Research Review, 3(3), 1-8. https://doi.org/10.24331/ijere.411329
AMA Saputrı DY, Rukayah R, Indrıayu M. Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. IJERE. July 2018;3(3):1-8. doi:10.24331/ijere.411329
Chicago Saputrı, Dwi Yuniasih, Rukayah Rukayah, and Mintasih Indrıayu. “Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century”. International Journal of Educational Research Review 3, no. 3 (July 2018): 1-8. https://doi.org/10.24331/ijere.411329.
EndNote Saputrı DY, Rukayah R, Indrıayu M (July 1, 2018) Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. International Journal of Educational Research Review 3 3 1–8.
IEEE D. Y. Saputrı, R. Rukayah, and M. Indrıayu, “Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century”, IJERE, vol. 3, no. 3, pp. 1–8, 2018, doi: 10.24331/ijere.411329.
ISNAD Saputrı, Dwi Yuniasih et al. “Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century”. International Journal of Educational Research Review 3/3 (July 2018), 1-8. https://doi.org/10.24331/ijere.411329.
JAMA Saputrı DY, Rukayah R, Indrıayu M. Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. IJERE. 2018;3:1–8.
MLA Saputrı, Dwi Yuniasih et al. “Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century”. International Journal of Educational Research Review, vol. 3, no. 3, 2018, pp. 1-8, doi:10.24331/ijere.411329.
Vancouver Saputrı DY, Rukayah R, Indrıayu M. Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. IJERE. 2018;3(3):1-8.

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