Sitasi
screenshoot project keempat
screenshoot project ketiga
Gambar 2. Proses Identifikasi Sebuah Penyakit
Menggunakan eCliinic yang disertasi icon identifikasinya (Al-Jasmi et al., 2010)
Al-Jasmi, F., Moldovan,
L. & Clarke, J.T., 2010. Hunter Disease eClinic: Interactive,
Computer-Assisted, Problem-Based Approach to Insependent Learning About A Rare
Genetic Disease. Medical Education, 10(72).
Gambar 1. Proses Identifikasi Bagian Otak
Menggunakan Aplikasi Android (Sanchez-Rola & Zapirain, 2014)
Fuegen, S., 2012. The
Impact of Mobile Technologies on Distance Education. Technology Trends,
56(6): 49-53.
Epp, C.D., McEwen, R.,
Campigotto, R. & Moffatt, K., 2015. Information Practices and User
Interfaces: Student Use of an iOS Application in Special Education. Education
Information Technology.
Zhang, M., Trussell,
R.P., Gallegos, B. & Asam, R.R., 2015. Using Math Apps for Improving
Student Learning: An Exploratory Study in an Inclusive Fourth Grade Classroom. Technology
Trends, 59(2): 32-39.
Mubarok, f., 2015. Pengembangan
Media Pembelajaran Berbasis Mobile Application Menggunakan App Inventor pada
Mata Pelajaran Mekanika Teknik untuk Siswa Kelas X Studi Keahlian TGB Negeri 3
Yogyakarta. Skripsi. Yogyakarta: Jurusan Pendidikan Teknik Sipil dan
Perencanaan Universitas Negeri Yogyakarta.
Yusri, I.K., Goodwin,
R. & Mooney, C., 2015. Teachers and Mobile Learning Perception: Towards a
Conceptual Model of Mobile Learning for Training. Procedia - Social and
Behavioral Sciences, 176: 425-30.
Lim, C., Song, H.-D.
& Lee, Y., 2011. Improving the Usability of The User Interface for a
Digital Textbook Platform for Elementary-School Students. Education
Technology Research Development, 60: 159-73.
Sanchez-Rola, I. &
Zapirain, B.G., 2014. MobileNBM - Android Medical Mobile Application Designed
to Help in Learning How to Identify the Different Regions of Interest in the
Brain's White Matter. Medical Education, 14(148): 1472-6920.
Pedoman Wawancara Guru
Agus, R.N., 2010. Efektivitas Pembelajaran Matematika Melalui Pendekatan
Realistic Mathematics Education (RME) dengan Pemecahan Masalah dan Realistic
Mathematics Education (RME) Ditinjau dari Gaya Belajar.
Sanjaya, W.,
2006. Strategi Pembelajaran Berorientasi Standar Proses Pendidikan.
Jakarta: Kencana Prenada Media Group.
Schnittka,
C.G., Evans, M.A., Won, S.G.L. & Drape, T.A., 2015. After School Spaces:
Looking for Learning in All the Right Places. Res Science Education.
Suryosubroto,
2009. Proses Belajar Mengajar. Jakarta: Rineka Cipta.
Gambar 1
Bentuk molekul
menggunakan 3D structure optimization pada aplikasi
Chemsketch
Game-Based
Learning in Science Education: A Review of Relevant Research
Li,
M.-C. & Tsai, C.-C., 2013
Frames
of Mind
Gardner,
H., 1983
Program
Bimbingan untuk Mengembangkan Keterampilan Sosial Anak Melalui Permainan
Tradisional.
Kurniati,
E., 2006.
Molecular
Modeling: A Powerful Tool for Drug Design and Molecular Docking
Nadendla,
R.R., 2004
Program
Bimbingan untuk Mengembangkan Keterampilan Sosial Anak Melalui Permainan
Tradisional.
Kurniati,
E., 2006
Program Bimbingan untuk Mengembangkan Keterampilan Sosial Anak Melalui Permainan Tradisional.
Kurniati, E., 2006
Program Bimbingan untuk Mengembangkan Keterampilan Sosial Anak Melalui Permainan Tradisional.
Kurniati, E., 2006
Quantum
Learning : Membiasakan Belajar Nyaman dan Menyenangkan
Porter,
B.D. & Hernacki, M., 2008
Rethingking Technology & Creativity in the 21st Century: Crayons are the Future
Mishra, P. & Play, D., 2012
Rethingking
Technology & Creativity in the 21st Century: Crayons are the Future
Mishra,
P. & Play, D., 2012
pemanfaatan
Media Permainan Tradisional Selibur sebagai Media Pembelajaran untuk
Meningkatkan Hasil Belajar Struktur Atom
Rahma,
R.A. & Lutfi, A., 2013
Creating
Our Future : Students Speak Up about their Vision for 21st Century Learning
Tomorrow,
P., 2010
Tabel 1 taksonomi bloom
Tarigan,
M., 2014
Aulia,
L., 2015.
Collaboration, Engagement & Fun : How Youth Preferences in Video Gaming can Inform 21st Century Education
Trespalacios, J., Chamberlin, B. & Gallagher, R.R., 2011
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