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References
- Marwoto, “Strategi Guru Sejarah dalam Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Sejarah di SMAN 10 Pekanbaru,†Lentera J. Ilmu-Ilmu Sejarah, Budaya dan Sos., vol. 5, no. 14, pp. 26–31, 2014.
- S. Winarni SMK Negeri, “Pengaruh Penggunaan Media Film Sejarah Dan Minat Membaca Buku-Buku Sejarah Terhadap Prestasi Belajar Siswa Smk Negeri 4 Jember,†J. Penelit. dan Pendidik. IPS, vol. 9, no. 3, pp. 1858–4985, 2015, [Online]. Available: http://ejournal.unikama.ac.id/index.php/JPPI.
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- A. Arta and D. A. P. Putri, “Game Edukasi Pembelajaran Sejarah Berdirinya Indonesia untuk Sekolah Dasar,†Emit. J. Tek. Elektro, vol. 20, no. 02, pp. 91–95, 2020, doi: 10.23917/emitor.v20i02.9085.
- S. Sitompul, “Menumbuhkan Minat Belajar Sejarah,†2020. https://ayoguruberbagi.kemdikbud.go.id/artikel/belajar-sejarah-dari-candi-portibi/ (accessed Apr. 20, 2022).
- Subaryana, “The Impact of History Learning To Nationalism and Patriotism Attitudes in the Globalisation Era,†Int. J. Educ., vol. XIII, no. 1, 2012.
- T. Tu’u, “Upaya Meningkatkan Minat dan Prestasi Belajar Sejarah Pada Siswa Kelas XII IPS 1 SMAN 1 Cikijing melalui Pembelajaran Kontekstual Berbasis Masalah,†vol. 4, no. 1, pp. 1–12, 2021.
- Mufida and Hasan, “Analisis Minat Belajar Siswa pada Pembelajaran Sejarah melalui Metode Diskusi Kelompok di Kelas X IPS 1 SMA Negeri 5 Palu,†Nosarara J. Pendidik. dan Ilmu Sos., vol. 8, no. 2, pp. 181–191, 2020.
- S. Ghulamani, A. Shah, and K. Khowaja, “Development of a game for history course of secondary school students,†4th IEEE Int. Conf. Eng. Technol. Appl. Sci. ICETAS 2017, vol. 2018-Janua, no. January 2018, pp. 1–7, 2018, doi: 10.1109/ICETAS.2017.8277898.
- K. R. Winatha and I. M. D. Setiawan, “Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar,†Sch. J. Pendidik. dan Kebud., vol. 10, no. 3, pp. 198–206, 2020, doi: 10.24246/j.js.2020.v10.i3.p198-206.
- H. Wibowo, “Improving Simple Calculation Ability In Student With Intellectual Disabilities Using The Guess Game,†vol. 23, no. 1, pp. 39–48, 2022.
- W. Novayani and H. Sasmita, “Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja,†Edumatic J. Pendidik. Inform., vol. 4, no. 2, pp. 146–154, 2020, doi: 10.29408/edumatic.v4i2.2683.
- L. D. Pratama and W. Setyaningrum, “Game-Based Learning: The effects on student cognitive and affective aspects,†J. Phys. Conf. Ser., vol. 1097, no. 1, 2018, doi: 10.1088/1742-6596/1097/1/012123.
- W. Novayani, S. R. Ramadhani, and I. Hartono, “Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan,†Edumatic J. Pendidik. Inform., vol. 5, no. 2, pp. 315–324, 2021, doi: 10.29408/edumatic.v5i2.4196.
- K. W. Scholz, J. N. Komornicka, and A. Moore, “Gamifying history: Designing and implementing a game-based learning course design framework,†Teach. Learn. Inq., vol. 9, no. 1, pp. 99–116, 2021, doi: 10.20343/TEACHLEARNINQU.9.1.9.
- W. Novayani, “Game Genre untuk Permainan Pembelajaran Sejarah Berdasarkan Kebutuhan Pedagogi dan Learning Content,†J. Komput. Terap., vol. 5, no. 2, pp. 54–63, 2019.
References
Marwoto, “Strategi Guru Sejarah dalam Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Sejarah di SMAN 10 Pekanbaru,†Lentera J. Ilmu-Ilmu Sejarah, Budaya dan Sos., vol. 5, no. 14, pp. 26–31, 2014.
S. Winarni SMK Negeri, “Pengaruh Penggunaan Media Film Sejarah Dan Minat Membaca Buku-Buku Sejarah Terhadap Prestasi Belajar Siswa Smk Negeri 4 Jember,†J. Penelit. dan Pendidik. IPS, vol. 9, no. 3, pp. 1858–4985, 2015, [Online]. Available: http://ejournal.unikama.ac.id/index.php/JPPI.
I. . Septiyaningsih, “Pengaruh Pemanfaatan Penugasan Berbasis Proyek Tentang Sejarah Kota Lama,†Indones. J. Hist. Educ., vol. 4, no. 1, pp. 17–24, 2016.
A. Arta and D. A. P. Putri, “Game Edukasi Pembelajaran Sejarah Berdirinya Indonesia untuk Sekolah Dasar,†Emit. J. Tek. Elektro, vol. 20, no. 02, pp. 91–95, 2020, doi: 10.23917/emitor.v20i02.9085.
S. Sitompul, “Menumbuhkan Minat Belajar Sejarah,†2020. https://ayoguruberbagi.kemdikbud.go.id/artikel/belajar-sejarah-dari-candi-portibi/ (accessed Apr. 20, 2022).
Subaryana, “The Impact of History Learning To Nationalism and Patriotism Attitudes in the Globalisation Era,†Int. J. Educ., vol. XIII, no. 1, 2012.
T. Tu’u, “Upaya Meningkatkan Minat dan Prestasi Belajar Sejarah Pada Siswa Kelas XII IPS 1 SMAN 1 Cikijing melalui Pembelajaran Kontekstual Berbasis Masalah,†vol. 4, no. 1, pp. 1–12, 2021.
Mufida and Hasan, “Analisis Minat Belajar Siswa pada Pembelajaran Sejarah melalui Metode Diskusi Kelompok di Kelas X IPS 1 SMA Negeri 5 Palu,†Nosarara J. Pendidik. dan Ilmu Sos., vol. 8, no. 2, pp. 181–191, 2020.
S. Ghulamani, A. Shah, and K. Khowaja, “Development of a game for history course of secondary school students,†4th IEEE Int. Conf. Eng. Technol. Appl. Sci. ICETAS 2017, vol. 2018-Janua, no. January 2018, pp. 1–7, 2018, doi: 10.1109/ICETAS.2017.8277898.
K. R. Winatha and I. M. D. Setiawan, “Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar,†Sch. J. Pendidik. dan Kebud., vol. 10, no. 3, pp. 198–206, 2020, doi: 10.24246/j.js.2020.v10.i3.p198-206.
H. Wibowo, “Improving Simple Calculation Ability In Student With Intellectual Disabilities Using The Guess Game,†vol. 23, no. 1, pp. 39–48, 2022.
W. Novayani and H. Sasmita, “Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja,†Edumatic J. Pendidik. Inform., vol. 4, no. 2, pp. 146–154, 2020, doi: 10.29408/edumatic.v4i2.2683.
L. D. Pratama and W. Setyaningrum, “Game-Based Learning: The effects on student cognitive and affective aspects,†J. Phys. Conf. Ser., vol. 1097, no. 1, 2018, doi: 10.1088/1742-6596/1097/1/012123.
W. Novayani, S. R. Ramadhani, and I. Hartono, “Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan,†Edumatic J. Pendidik. Inform., vol. 5, no. 2, pp. 315–324, 2021, doi: 10.29408/edumatic.v5i2.4196.
K. W. Scholz, J. N. Komornicka, and A. Moore, “Gamifying history: Designing and implementing a game-based learning course design framework,†Teach. Learn. Inq., vol. 9, no. 1, pp. 99–116, 2021, doi: 10.20343/TEACHLEARNINQU.9.1.9.
W. Novayani, “Game Genre untuk Permainan Pembelajaran Sejarah Berdasarkan Kebutuhan Pedagogi dan Learning Content,†J. Komput. Terap., vol. 5, no. 2, pp. 54–63, 2019.