Game Pengenalan Hewan Untuk Meningkatkan Minat Baca Anak Menggunakan Construct 2

Muhammad, Malik and , Devi Afriyantari Puspa Putri, S.Kom., M.Sc (2022) Game Pengenalan Hewan Untuk Meningkatkan Minat Baca Anak Menggunakan Construct 2. Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

Reading is an activity to see and understand written text and reading is an important activity for the child's development process. It's just that children prefer to play games rather than having to read less interesting books. So there is a need for games that can be a learning medium for children. Therefore, a game is made that has elements that children like, one of which is the introduction of animals with games that are equipped with audio and explanations about the animals. The game is made using the waterfall method and is designed with use cases and storyboards and for implementation using construct 2 which can be played on Android so that children enjoy playing more because of the touch screen and make it easier for children to see interesting reading about animal recognition equipped with audio and games. Tests were carried out using the black box method and the SUS questionnaire. The results of the black box test show that all systems in the game can run well and the results obtained from the respondents' assessment are 74.375 which shows good and acceptable results based on the SUS assessment category.

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: Game, Hewan, Membaca, Anak, Construct 2
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Z Bibliography. Library Science. Information Resources > Z665 Library Science. Information Science
Divisions: Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika
Depositing User: MALIK MUHAMMAD
Date Deposited: 06 Aug 2022 06:55
Last Modified: 06 Aug 2022 06:55
URI: http://eprints.ums.ac.id/id/eprint/102783

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