Yudianto, Achmad and -, Prof. Dr. Sutama, M.Pd (2019) Pengembangan Media Pembelajaran Berbasis Game Edukasi Untuk Pengenalan Hewan dan Habitatnya di TK Aisyiyah Bolon Colomadu. Skripsi thesis, Universitas Muhammadiyah Surakarta.
PDF (Naskah Publikasi)
NASKAH PUBLIKASI.pdf Download (1MB) |
|
PDF (Halaman Depan)
HALAMAN DEPAN.pdf Download (938kB) |
|
PDF (Bab I)
BAB I.pdf Download (320kB) |
|
PDF (Bab II)
BAB II.pdf Restricted to Repository staff only Download (550kB) | Request a copy |
|
PDF (Bab III)
BAB III.pdf Restricted to Repository staff only Download (596kB) | Request a copy |
|
PDF (Bab IV)
BAB IV.pdf Restricted to Repository staff only Download (2MB) | Request a copy |
|
PDF (Bab V)
BAB V.pdf Restricted to Repository staff only Download (195kB) | Request a copy |
|
PDF (Daftar Pustaka)
DAFTAR PUSTAKA.pdf Download (415kB) |
|
PDF (Lampiran)
LAMPIRAN.pdf Restricted to Repository staff only Download (4MB) | Request a copy |
|
PDF (Pernyataan Publikasi Ilmiah)
pernyataan publikasi.pdf Restricted to Repository staff only Download (161kB) | Request a copy |
Abstract
The purpose of this research is to develop education game as learning media in introducing animal and it habitat, examining the advisability, and knowing the effectiveness from education game as learning media for introducing animal and it habitat in Aisyiyah Bolon Colomadu kindergarten as a learning media. Research method that used to development, or ussually known as “reaserch and development” method. The phase in this research process is analysis phase, design, development implementation, and test. The test that validation by media expert and material. Than the media will experiment on the students. After do the validation and the media are compatible with proper criteria, and than it will be test and research to know the suitable and effectiveness at the field. The research have done in Aisyiyah Bolon Colomadu kindergarten wich involve 14 students of B group. The method that used in collecting data are observation, interview, and questionnaire. Than the data result will be analyze using describtive technique analysis. In this research have the pupose to getting the result suitable for media expert, and 80 score for suitable criteria. Material expert that involves 3,89 become part of suitable category, and the effectiveness result of learning media from monitoring assesment and students development which involves 3,3 become part of development criteria, and appropriate with hope. So it can be conclude that the education game as learning media in introducing animal and it habitat at Aisyiyah Bolon Colomadu kindergarten are suitable and effective for media and learning process.
Item Type: | Karya ilmiah (Skripsi) |
---|---|
Uncontrolled Keywords: | media pembelajaran, game edukasi, pengenalan hewan berdasarkan habitatnya. |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika |
Depositing User: | ACHMAD YUDIANTO |
Date Deposited: | 14 Aug 2019 06:38 |
Last Modified: | 14 Aug 2019 06:38 |
URI: | http://eprints.ums.ac.id/id/eprint/76085 |
Actions (login required)
View Item |