Rancang Bangun Aplikasi Interactive Whiteboard Untuk Mendukung Pembelajaran Menggunakan Game Controlling
Abstract: Learning in the
classroom aims to build student knowledge or skill in a particular field of
study Learning itself is a process of interaction and communication with
educators and learners learning resources in a learning environment. In the
process of learning in the classroom between teachers with students certainly
needed a media to convey the material of the board. In using these media
markers are needed as a tool for writing, eraser board to remove and ink refill
for ink on marker. Therefore, to solve problems in the form of learning media
do not need to use white board markers, erasers and ink refills, it is proposed
to be made ??of the interactive whiteboard, a large touch screen panel that can
function as an ordinary whiteboard or a projector screen computer that can
control the images in the computer by touching the surface of the panel without
using mouse or keyboard. From research conducted by Steve Kennewel and Alex
Morgan 2003, as much as 95% of the students and teachers that are observed in
the UK states that interactive whiteboards can add value to learning, although
76% felt that the presence of the interactive whiteboard this would add to
their preparation time, like to learn how to operate effectivel. Based on the
problems in the areas of learning required and the use of interactive
whiteboard technology Nintendo used to replace the function of the board in
general, ie write and erase.
Penulis: Andre Yusdianto,
Anjik Sukmaaji, Teguh Sutanto
Kode Jurnal: jptkomputerdd120185