Show simple item record

dc.contributor.authorKarnadi, K
dc.contributor.authorSasmita, K
dc.contributor.authorBadrudin, B
dc.contributor.authorPalenewen, Evie
dc.contributor.authorSolihin, S
dc.date.accessioned2022-01-24T14:25:40Z
dc.date.available2022-01-24T14:25:40Z
dc.date.issued2021-06-17
dc.identifier.citationK Karnadi et al 2021 J. Phys.: Conf. Ser. 1760 012014en_US
dc.identifier.otherdoi:10.1088/1742-6596/1760/1/012014
dc.identifier.urihttps://iopscience.iop.org/article/10.1088/1742-6596/1760/1/012014
dc.identifier.urihttp://repository.unmul.ac.id/handle/123456789/19214
dc.description.abstractMedia DT based on this simple innovation hyperactive game is an alternative learning media used during the Covid-19 pandemic. This quantitative research aims to see the influence of these media on student learning outcomes. Forty-six primary school respondents were selected using a purposive sampling technique. The research instrument was a questionnaire and multiple choices. Data were analyzed by a simple regression test at a significance level of 0.05. The results showed the influence of hyperactive game-based DT media in increasing understanding of the concept of life science. The results of this study imply that the selection of attractive media is an important requirement in the learning process of the 21st century.en_US
dc.language.isoenen_US
dc.publisherIOP Publishingen_US
dc.relation.ispartofseriesJournal of Physics: Conference Series;1760 012014
dc.titleDiamond Touch (DT) based on hyperactive game in applying the concept of life science in early childhood educationen_US
dc.title.alternativeJournal of Physics: Conference Series PAPER • THE FOLLOWING ARTICLE ISOPEN ACCESS Diamond Touch (DT) based on hyperactive game in applying the concept of life science in early childhood educationen_US
dc.typeArticleen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record