This study aims to analyze the behavior of verbal bullying, social bullying, and physical bullying in early childhood using game mobile learning. The research approach used is qualitative phenomenology. The informants of this study were 24 parents, 3…
Koolinera is a web-based e-learning application about learning to cook Indonesian culinary dishes. Users are free to choose cooking classes. Culinary in Indonesia is very diverse, so many users feel confused in choosing a cooking class. No specific…
Currently, the world of education is entering a disruptive era. Digital-based educational technology. Especially in the distance education model. The technology used is relatively unsophisticated. This study aims to: (1) develop Disruptive Innovation…
In 2018 until 2019 there were three events, namely tsunamis in Banten, Lampung and Central Sulawesi Provinces. The total death toll in the tsunami reached 3,754 and the number of victims suffering injuries amounted to 18,493 (BNPB, 2019). One effort…
The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a…
Technological developments have triggered the emergence of various kinds of learning media innovations. Learning media is a very important part of the learning process. In this study, researchers designed a learning media in the form of a virtual…
Extremely large and unpredictable user generation of data, all digitized and stored in large data repositories is built up by scientists, especially from modern analytical chemistry. This study aims to build a new approach in chemistry education, by…
The use of digital technology in education is currently important as for increased access to education through the perform various digital platforms, as well as by providing website as online learning media. The website can load text information,…
The COVID-19 pandemic led to the implementation of the Work From Home (WFH) policy. The impact of this policy is to replace the process of teaching and learning activities by using an online learning system. In this industrial era 4.0, the…
This study reports the development of the interactive electronic multimedia “Inquiry Play-Room” for use in rotation and equilibrium topics. This was designed following the steps of a guided inquiry laboratory model, containing video problems,…