Problematika Pembelajaran IPA Pada Kurikulum Merdeka Di Sekolah Dasar / Madrasah Ibtidaiyah
Abstract
Full Text:
PDFReferences
Alencar, N. E. S., Pinto, M. A. O., Leite, N. T., & da Silva, C. M. V. (2022). Serious games for sex education of adolescents and youth: integrative literature review. Ciencia e Saude Coletiva, 27(8), 3129–3138. https://doi.org/10.1590/1413-81232022278.00632022EN
Gumilar, E. (2020). KETERAMPILAN PROSES SAINS MAHASISWA MELALUI CREATIVE RESPONSIBILITY BASED LEARNING ( CRBL ). 15.
Gumilar, E., & Permatasari, K. G. (2018). Pemanfaatan Multimedia
Pembelajaran Interaktif Pada Mata Kuliah Pembelajaran Ipa Pokok Bahasan Energi Dan Usaha Di Program Studi Pgmi Stai Muhammadiyah Blora. Konstan - Jurnal Fisika Dan Pendidikan Fisika, 3(2), 102–121. https://doi.org/10.20414/konstan.v3i2.18
Benanane, A. yassine, & Maaza, Z. M. (2021). Learner-players categorization in a geographical learning-game. International Journal of Computing and Digital Systems, 10(1), 309–320. https://doi.org/10.12785/ijcds/100131
Gumilar, & Kristina Gita Permatasari. (2022). Pemanfaatan Aplikasi Game Edukasi IPA (GEMPA) dalam Pembelajaran IPA Pada Mahasiswa Prodi PGMI. Jurnal Pendidikan Mipa, 12(2), 177–184.
https://doi.org/10.37630/jpm.v12i2.570
Fedorova, S., Ivanova, D., & Balysheva, K. (2021). Digital technologies in civic and patriotic education of students. E3S Web of Conferences, 273. https://doi.org/10.1051/e3sconf/202127312054
Forssell, M., Hassan, L., Turunen, M., & Aura, I. (2023). Accessibility of Kahoot! and Quizizz: Utilizing educational games with Elderly Students. ACM International Conference Proceeding Series, 75–84.
https://doi.org/10.1145/3593743.3593760 Gumilar, E. B. (2021). Penerapan Flipped Classroom Terhadap Kemampuan
Pemahaman Konsep dan Pemecahan Masalah Matematis pada Mahasiswa STAI Muhammadiyah Blora. Jurnal Pedagogy, 17(November). http://www.jurnal.staimuhblora.ac.id/index.php/pedagogy/article/view/95%0Ahttp://www.jurnal.staimuhblora.ac.id/index.php/pedagogy/article/download/95/87
Ishak, S. A., Din, R., & Hasran, U. A. (2021). Defining digital game-based learning for science, technology, engineering, and mathematics: A new perspective on design and developmental research. Journal of Medical Internet Research, 23(2), 1–14. https://doi.org/10.2196/20537
Isneini, Ermawati ; Eko Bayu, G. (2022). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS HUMAN COMPUTER INTERACTION (HCI) UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA SD MUHAMMADIYAH. Jurnal PERMAI, 1(1). http://www.jurnal.staimuhblora.ac.id/index.php/permai/article/view/129
Korol, A., Blashkova, O., Kravchenko, V., & Khilya, A. (2021). Web-technologies and multimedia systems in the training of professionals in the education system. Vide. Tehnologija. Resursi - Environment, Technology, Resources, 2, 244–248. https://doi.org/10.17770/etr2021vol2.6570
Mariyani, A., & Permatasari Gita, K. (2022). Penerapan Model Pembelajaran Tipe TGT dengan Aplikasi Quizziz untuk Meningkatkan Motivasi Belajar di SD Muhammadiyah Blora. PERMAI:Jurnal Pendidikan Dan Literasi Madrasah Ibtida’iyah, 1(2), 38–46.
Mystakidis, S., & Christopoulos, A. (2022). Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education. Information (Switzerland), 13(3), 1–13. https://doi.org/10.3390/info13030136
Nascimento, K. G. do, Ferreira, M. B. G., Felix, M. M. D. S., Nascimento, J. da S. G., Chavaglia, S. R. R., & Barbosa, M. H. (2021). Effectiveness of the serious game for learning in nursing: systematic review. Revista Gaucha de Enfermagem, 42, e20200274. https://doi.org/10.1590/1983-1447.2021.20200274
Permatasari, K. G. (2022). Pemanfaatan Model Crossword Puzzle Untuk Meningkatkan Pemahaman Matematis Peserta Didik Pada Implementasi Kurikulum Merdeka (IKM). Jurnal Pedagogy, 21.
http://www.jurnal.staimuhblora.ac.id/index.php/pedagogy/article/view/142%0Ahttps://www.jurnal.staimuhblora.ac.id/index.php/pedagogy/article/download/142/129
Reynard, S., Dias, J., Mitic, M., Schrank, B., & Woodcock, K. A. (2022). Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis. JMIR Serious Games, 10(3). https://doi.org/10.2196/31456
Veldthuis, M., Koning, M., & Stikkolorum, D. (2021). A Qest to Engage Computer Science Students: Using Dungeons and Dragons for Developing Sof Skills. ACM International Conference Proceeding Series, 5–13. https://doi.org/10.1145/3507923.3507927
Vidal Carulla, C., Christodoulakis, N., & Adbo, K. (2021). Development of preschool children’s executive functions throughout a play-based learning approach that embeds science concepts. International Journal of Environmental Research and Public Health, 18(2), 1–11.
https://doi.org/10.3390/ijerph18020588
Voštinár, P., Horváthová, D., Mitter, M., & Bako, M. (2021). The look at the various uses of VR. Open Computer Science, 11(1), 241–250.
https://doi.org/10.1515/comp-2020-0123
Zamora-Hernandez, I., Rodriguez-Paz, M. X., & Gonzalez-Mendivil, J. A. (2021).
A Simple but Effective Gamification Methodology Based on Lego Type
Models for the Attraction of More Students into STEM Programs in
Developing Nations. ACM International Conference Proceeding Series, 147–153. https://doi.org/10.1145/3498765.3498788
Refbacks
- There are currently no refbacks.
Copyright (c) 2023 Eko Bayu Gumilar

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.