Game Edukasi Pengenalan Rumah dan Pakaian Adat Untuk Anak Sekolah Dasar Berbasis Android

Prio Wahit, Saptoro and , Husni Thamrin, S.T, M.T, Ph.D (2020) Game Edukasi Pengenalan Rumah dan Pakaian Adat Untuk Anak Sekolah Dasar Berbasis Android. Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

Inactivity of students in participating in learning is a classic problem in schools. Based on observations and interviews conducted at SD Muhammadiyah 16 Surakarta, teaching teachers still use traditional methods in delivering material. The purpose of this study is to provide a new interactive learning media for the introduction of traditional Indonesian homes and clothing, with material packaged in the form of an android-based educational game. The method used in this research is Research and Development (R&D) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). As well as paying attention to the assessment of media experts and material experts, the subjects of this study were students of class IV-1 SD Muhammadiyah 16 Surakarta. From the research results, material experts with 96.52% results with "Very decent" quality, media experts with 97.65% results with "Very decent" quality, and User Test with 89.21% results with "Very decent" quality . And the results shown from the pre-test and post-test get an increase of 14.70%.

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: ADDIE, Educational Game, Home and Traditional Clothing
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika
Depositing User: PRIO WAHIT SAPTORO
Date Deposited: 06 May 2020 04:30
Last Modified: 06 May 2020 04:30
URI: http://eprints.ums.ac.id/id/eprint/82488

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