3 research outputs found
Development of an Interactive Adventure Game for Enhancing Mathematical Learning in Second Grade Students
Abstract: Mathematics is a fundamental subject taught across all educational levels, particularly in primary schools, where it serves as a foundation for understanding technology and science. However, second-grade students often struggle with mathematics due to a lack of motivation, primarily caused by conventional teaching methods that fail to engage them effectively. According to educators, students prefer learning through real-life examples that help them better understand the material and information presented. To address these challenges, an educational game was developed to support second-grade mathematics in primary schools, aligning with Indonesia's latest curriculum, Merdeka Curriculum. The game covers key mathematical topics, including numbers recognition, comparisons, addition, subtraction, geometric shapes, spatial figures, and patterns. To increase student engagement and sustain their interest, the game incorporates an adventure genre where students complete mini-games as part of various missions throughout the gameplay. Testing was conducted by comparing the pre-test and post-test scores of second-grade students after playing the adventure game. Students took a pre-test before playing the game and a post-test afterwards. The test results demonstrated a significant improvement in understanding, with average scores increasing from 8.21 to 9.07, and the score range shifting from 5-10 to 7-10. This confirms that the use of the game is effective in enhancing students' comprehension of mathematics
Development of an Interactive Adventure Game for Enhancing Mathematical Learning in Second Grade Students
Mathematics is a fundamental subject taught across all educational levels, particularly in primary schools, where it serves as a foundation for understanding technology and science. However, second-grade students often struggle with mathematics due to a lack of motivation, primarily caused by conventional teaching methods that fail to engage them effectively. According to educators, students prefer learning through real-life examples that help them better understand the material and information presented. To address these challenges, an educational game was developed to support second-grade mathematics in primary schools, aligning with Indonesias latest curriculum, Merdeka Curriculum. The game covers key mathematical topics, including numbers recognition, comparisons, addition, subtraction, geometric shapes, spatial figures, and patterns. To increase student engagement and sustain their interest, the game incorporates an adventure genre where students complete mini-games as part of various missions throughout the gameplay. Testing was conducted by comparing the pre-test and post-test scores of second-grade students after playing the adventure game. Students took a pre-test before playing the game and a post-test afterwards. The test results demonstrated a significant improvement in understanding, with average scores increasing from 8.21 to 9.07, and the score range shifting from 5-10 to 7-10. This confirms that the use of the game is effective in enhancing students comprehension of mathematics
Cyber Child Grooming on Social Media: Understanding the Factors and Finding the Modus Operandi
As technology advances, it gives rise to various modes of child sexual abuse. Forms of sexual abuse of children through technology can be categorized into several categories, including obscenity, approaching for sexual purposes, sexual chat, sexual extortion, and online sexual harassment. The purpose of this study was to identify the factors causing the occurrence of cyber child grooming crimes against children as well as the modus operandi of perpetrators in cyber child grooming crimes against children. The empirical normative technique is a type of research used by the author. The primary data source in this study is interview data obtained directly at the Bantul Class IIB Detention Centre. This study employs sociological and legal approach methods such as conceptual approaches, statutory approaches, and case-based approaches. Interviews with cyber child grooming offenders and data analysis using qualitative data analysis are among the methods used to collect data. Factors causing criminals to commit cyber child grooming crimes are obtaining sexual perpetrator satisfaction, environmental influences and the perpetrator\u27s mindset, a low level of knowledge and understanding of social media use, opportunity, and the economy. The modus operandi of cyber child grooming includes ease of accessibility, relationship building, manipulation, sexual content, and risk management. Prisoner institutions, such as detention centres or prisons, are expected to always provide personality coaching (such as daily recitations, Qur\u27an reading, ablution procedures, and proper prayers) and independence coaching (such as skills education programs and job guidance) to cyber child grooming offenders so that the perpetrators do not commit their crimes again in the future
