Rahmadan, Muchfatan and , Fatah Yasin Al Irsyadi, S.T., M.T (2023) Game Edukasi Untuk Meningkatkan Hasil Belajar Tematik Pada Siswa Kelas 2 Sd It Arrahman. Skripsi thesis, Universitas Muhammadiyah Surakarta.
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Abstract
The problem that is often experienced is the difficulty of understanding student subject matter due to conventional learning methods that feel boring, and students who play a passive role who only listen to the material provided by the teacher. Therefore, an educational game was made to improve thematic learning outcomes for 2nd grade students at SD IT Arrahman. This game is made in order to improve thematic learning outcomes by using interesting learning media. This game was made using the Multimedia Development Live Cycle (MDLC) method and is equipped with pictures and audio and there are games in it. Tests have been carried out using the black box method and the SUS questionnaire. The final results of black box testing show that all game systems can work properly, these results come from the respondents' assessments. using the SUS method, namely 79 which can be interpreted as an acceptable (acceptable) educational game.
Item Type: | Thesis (Skripsi) |
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Uncontrolled Keywords: | Games, Education, Elementary School, Thematic, Education |
Subjects: | T Technology > TZ Technical Information |
Divisions: | Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika |
Depositing User: | MUCHFATAN RAHMADAN |
Date Deposited: | 19 Aug 2023 07:54 |
Last Modified: | 19 Aug 2023 07:54 |
URI: | http://eprints.ums.ac.id/id/eprint/115886 |
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