Aji Prakoso, Luxman and , Dr. Hernawan Sulistiyanto, S.T., M.T (2023) Pengembangan Game Edukasi Pengenalan Aksara Jawa Dan Wayang Pandawa Untuk Meningkatkan Minat Belajar Siswa Kelas Iii Sdn Celep 1. Skripsi thesis, Universitas Muhammadiyah Surakarta.
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Abstract
In the process of learning the Javanese language they still use conventional learning methods so that students feel bored and bored and are unable to concentrate in the learning process resulting in students not fully understanding the material being studied. The aims of this study were (1) to develop an educational game to learn Javanese for elementary school students. (2) Testing the feasibility of the developed Javanese language learning educational game. The type of research is research and development (R&D) and the Multimedia Development Life Cycle (MDLC) development model. The results of this study are in the form of an android-based Javanese language learning educational game. The results of the feasibility test by media experts get an average percentage value with interpretation results of 91.5%, indicating very feasible and the instrument can be reused. The results of the feasibility test for material experts get an average percentage of interpretation results of 91.75%, indicating that it is very feasible, so that the instrument can be reused. The average result of the questionnaire from 20 grade 3 students at SDN Celep 2 has an average questionnaire score of 80.6 points which is classified as an excellent category on grade scale B in the System Usability Scale (SUS) category.
Item Type: | Thesis (Skripsi) |
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Uncontrolled Keywords: | educational game, Javanese language, Javanese script |
Subjects: | T Technology > T Technology (General) T Technology > TZ Technical Information |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika |
Depositing User: | LUXMAN AJI PRAKOSO |
Date Deposited: | 21 Nov 2023 08:38 |
Last Modified: | 22 Dec 2023 01:58 |
URI: | http://eprints.ums.ac.id/id/eprint/118764 |
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