Game Edukasi Pengenalan Benda-Benda di Lingkungan Rumahku Untuk Anak Kelas 2 SDLB

Prasadana, Valent Oxa Tio and -, Fatah Yasin Al Irsyadi, S.T., M.T (2020) Game Edukasi Pengenalan Benda-Benda di Lingkungan Rumahku Untuk Anak Kelas 2 SDLB. Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

In the education world, learning to recognize an object has given from an early age but for children who have special needs for the introduction of an object included in the learning material for grade 2 children at the great school elementary school. The material provided was one of the introduction of objects around the house according to the 2015 curriculum. In the object recognition learning activities, the ability of some students to remember shapes, types and names is still very weak and the lack of learning media that is attractive to students. The purpose of this research is to make an educational game application for the introduction of objects around homes based on Android. Data collection was held at the Sekolah Dasar Luar Biasa Negeri Sukoharjo and met with the teacher for interviews and observations. Making image assets using Corel Draw X7 and Adobe Photoshop CS6. This educational game uses Construct 2 and then exported to an apk file with cocoon.io via online. Application game education the introduction of objects around house based android and has three main features that is menu matter , quiz and the game .Application game education to facilitate students in learned to know kind of objects according to the form and the name of a objects around his house and to improve memory and volition students in learning .

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: Android, Game education, SLB Negeri Sukoharjo, Construct 2
Subjects: L Education > L Education (General)
Divisions: Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika
Depositing User: VALENT OXA TIO P
Date Deposited: 12 Feb 2020 08:04
Last Modified: 12 Feb 2020 08:04
URI: http://eprints.ums.ac.id/id/eprint/80726

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