Aplikasi Game Edukasi Matematika dan Bahasa Inggris bagi Anak Sekolah Dasar

Yudha Hady Pratama, Nova Rijati

Abstract


     Abstrak

Perkembangan teknologi informasi telah mengubah pola dan sistem pembelajaran konvensional menjadi inovatif menggunakan game edukasi. Tujuan penelitian ini yaitu mengembangkan game edukasi mata pelajaran matematika dan bahasa Inggris bagi anak usia dini umur 6-8 tahun. Penelitian menggunakan model Multimedia Development Life Cycle (MDLC) dan metode Finite State Machine yang diterapkan pada game dengan tambahan multimedia serta efek-efek tertentu menjadikan game menjadi lebih menarik dan menyenangkan untuk dimainkan. Hasil penelitian menunjukkan bahwa game edukasi sebagai media pembelajaran memudahkan anak usia dini umur 6-8 tahun untuk memahami materi matematika dan bahasa Inggris sehingga meningkatkan motivasi dan semangat untuk selalu belajar.

 

Kata Kunci: bahasa inggris, finite state machine, game edukasi, matematika

 

Abstract

Development of information technology has changed conventional learning patterns and systems to become innovative by using educational games. The purpose of this study is to develop educational games in mathematics and English for early childhood ages 6-8 years. The research uses the Multimedia Development Life Cycle (MDLC) model and the Finite State Machine method which is applied to games with additional multimedia and certain effects that make games more interesting and fun to play. The results of the study show that educational games as learning media make it easier for young children aged 6-8 years to understand math and English material so as to increase motivation and enthusiasm to always learn.

 

Keywords: english, finite state machine, game education, mathematics


Full Text:

PDF

References


Ghufron, M. . (2018). Revolusi Industri 4.0: Tantangan, Peluang, Dan Solusi Bagi Dunia Pendidikan. Seminar Nasional Dan Diskusi Panel Multidisiplin Hasil Penelitian Dan Pengabdian Kepada Masyarakat 2018, 1(1), 332–337.

Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126.

Javier Melero, & Hernández-Leo Davinia. (2014). A Model for the Design of Puzzle-based Games Including Virtual and Physical Objects. Educational Technology & Society, 17, 192–207.

Lago, B. L. (2017). Serious games and edutainment applications: Volume II. Serious Games and Edutainment Applications: Volume II, II, 1–702.

Marc Prensky. (2012). From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning. Corwin Press. https://doi.org/10.4135/9781483387765

Mustofa, Sidiq, & Rahmawati, E. (2018). Penerapan Finite State Machine Untuk Pengendalian Animasi Pada Video Game RPG Nusantara Legacy. Jusikom : Jurnal Sistem Komputer Musirwas, Vol 3, 1–10.

Pratama, L. D., & Setyaningrum, W. (2018). Game-Based Learning: The effects on student cognitive and affective aspects. Journal of Physics: Conference Series, 1097(1).

Primayana, K. H. (2020). Perencanaan Pembelajaran Pendidikan Anak Usia Dini dalam Menghadapi Tantangan Revolusi Industri 4.0. Prosiding Seminar Nasional Dharma Acarya, 1, 321–328.

Pujiadi. (2014). Pengembangan Game Edukasi untuk Media Bantu Pembelajaran. LPMP Jawa Tengah.

Ramadhan, H. F., Sitorus, S. H., & Rahmayuda, S. (2019). Game Edukasi Pengenalan Budaya dan wisata Kalimantan Barat Menggunakan Metode Fitnite State Machine Berbasis Android. Coding : Jurnal Komputer Dan Aplikasi, 07(1), 108–119.

Rusman, 1972-. (2017). Belajar & pembelajaran : berorientasi standar proses pendidikan (Ed.1, Cet.). Kencana.

Sugiarto, H. (2018). Penerapan Multimedia Development Life Cycle Pada Aplikasi Pengenalan Abjad Dan Angka. IJCIT (Indonesian Journal on Computer and Information Technology), Vol.3 No.1(1), 26–31.

Susetyo. (2019). Inovasi Pembelajaran Bahasa Arab Di Era Revolusi Industri 4. Prosiding Seminar Nasional PBSI UPY 2019, 1–9.

Teguh Arie Sandy, & Wahyu Nur Hidayat. (2019). Game Mobile Learning. ResearchGate.

Victoria J. Rideout, M. A., Ulla G. Foehr, P. D., & Roberts, D. F. (2010). GENERATION M2 Media in the Lives of 8- to 18-Year-Olds. In Jurnal Penelitian Pendidikan Guru Sekolah Dasar (Vol. 6, Issue January). The henry J. Kaiser Family FoundaTion.




DOI: https://doi.org/10.33633/andharupa.v9i03.8882

Article Metrics

Abstract view : 138 times
PDF - 100 times

Refbacks

  • There are currently no refbacks.


indexed by:

 

 

 

Andharupa Journal (p-ISSN: 2477 - 2852 | e-ISSN: 2477 - 3913) is published by Dian Nuswantoro University, Semarang. This Journal is licensed under Creative Commons Attribution 4.0 International License.