Game Edukasi Pengenalan Tanda Baca Waqaf Dan Washal Untuk Kelas 5 SD IT Muhammadiyah Al Kautsar Gumpang Kartasura

Miliunda, Miko Alifta and -, Fatah Yasin Al Irsyadi, ST., M.T. (2019) Game Edukasi Pengenalan Tanda Baca Waqaf Dan Washal Untuk Kelas 5 SD IT Muhammadiyah Al Kautsar Gumpang Kartasura. Skripsi thesis, Universitas Muhammadiyah Surakarta.

[img] PDF (Naskah Publikasi)
naskah pulikasi_Miko Alifta Miliunda_L200150100.pdf

Download (2MB)
[img] PDF (Surat Pernyataan Publikasi Ilmiah)
Dok baru 2019-01-31 14.50.54_3.pdf
Restricted to Repository staff only

Download (430kB) | Request a copy

Abstract

SD IT Muhammadiyah Al Kautsar Gumpang Kartasura was an elementary education institution which promotes the knowledge of Islam. The less interactive teaching and learning process makes students bored and the classroom atmosphere will not conducive. As stated by one of the Qur'an and Hadist teachers, traditional teaching learning methods make students getting bored easily and ineffectively. As a result, it takes a learning media which can make students more enthusiastic and interested in these subjects and can also be used by students at home or anywhere to repeat and understand the material. This study aims to create an android-based educational game application as appropriate with the fifth grade curriculum of Muhammadiyah Al Kautsar Elementary School. The research begins with data collection needed in application development, namely by conducting interviews with the teacher and class observation.. The result of the study was an educational game which containing learning materials and some games. The games are matching drawing games and guessing pictures and evaluation in the form of quizzes where students could learn the material of waqaf and washal signs while playing. The game was created by using the Construct 2 application, CorelDraw X7 which is used to make assets in games and operate on Android smartphones. The application is tested by giving the application to students and teachers in order to try the application directly and answer the questionnaire given. Based on the testing that has been done and filling out the questionnaire by students and teachers. The results obtained with calculations using Cronbach alpha theory amounted to 0.743, so it can be concluded that this application is able to improve the ability of students to understand and remember the signs of waqaf. This application can also be operated on all types of android smartphones starting from the Android 4.0 version, namely Ice Cream Sandwich.

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: aplikasi, android, game edukasi, materi pembelajaran
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika
Depositing User: MIKO ALIFTA MILIUNDA
Date Deposited: 01 Feb 2019 06:32
Last Modified: 01 Feb 2019 06:32
URI: http://eprints.ums.ac.id/id/eprint/70379

Actions (login required)

View Item View Item