EDUCATION GAME LEARNING KARTU GAMBAR FOR STUDENTS SDN PUNTIK DALAM DURING PANDEMIC COVID-19

Main Article Content

Akhmad Ilmi
Esme Anggeriyane

Abstract

Learning is a conscious effort carried out by teachers / teachers to help students or students, so that they can learn in accordance with their needs and interests. Basically elementary school age children, especially grade I, still enjoy playing. Teachers should always design learning that allows for an element of play in it. By including the elements of the game students can be directly inside in the studying process. The implementation of community service was carried out at SDN Puntik Dalam in grade I students of semester 2 consisting of 13 students in the 2021/2022 school year. The learning method used is the lecture method with the Make A Match technique. Material taught about addition and subtraction. This community service shows the results that students are very interested in the learning media delivered by the author with the medium in the form of kartu gambar. This is very fun for students because the learning is not only done with lectures but also with learning media that make all students active in learning and learning is done by playing while learning

Article Details

How to Cite
Ilmi, A., & Anggeriyane, E. (2022). EDUCATION GAME LEARNING KARTU GAMBAR FOR STUDENTS SDN PUNTIK DALAM DURING PANDEMIC COVID-19. Prosiding Pengembangan Masyarakat Mandiri Berkemajuan Muhammadiyah (Bamara-Mu), 2(1), 171–175. Retrieved from http://proceeding.mbunivpress.or.id/index.php/bamara/article/view/666
Section
Articles

References

Kustandi, C., & Darmawan, D. (2020). Pengembangan Media Pembelajaran. Jakarta: KENCANA.

Mardati, A., & Wangid, M. N. (2015, Juli). Pengembangan Media Permainan Kartu Gambardengan Teknik Make A Match Untuk Kelas I SD. Prima Edukasia, 3(2), 120-132.

Sudjana, & Rivai. (2010). Media Pengajaran. Bandung: Sinar Baru Algensindo.