Gamifikasi Hewan Dan Tumbuhan Untuk Anak Usia Dini 3-5 Tahun Raudhatul Athfal Rumpun Muslim Jatisrono

Utama, Oscar Satria and , Ihsan Cahyo Utomo, S.Kom., M.Kom. (2025) Gamifikasi Hewan Dan Tumbuhan Untuk Anak Usia Dini 3-5 Tahun Raudhatul Athfal Rumpun Muslim Jatisrono. Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

Education for children needs to be considered, especially before children enter formal education such as elementary school.Early childhood education must be emphasized to train skills and introduce early childhood to new things and close to the environment such as the introduction of living things around them, namely animals and plants that can increase their knowledge capacity. In addition, the learning media used must also attract the attention of children, so it must also be considered so that children are enthusiastic to play while learning to improve skills and knowledge. Researchers will try to implement technological developments to help educate early childhood by designing an educational game based on Android mobile. An educational game that is loaded with learning about the introduction of animals and plants can increase children's knowledge and increase their sensitivity to the environment with their knowledge. The method used in this design is GDLC (Game Development Life Cycle) with an iterative approach and Construct 2 software as a tool to build applications. The results obtained from this animal and plant gamification are that it can increase the interest of early childhood to learn about the names of animals and plants.

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: construct 2, gamifikasi,GDLC, hewan, tumbuhan
Subjects: E Education > Education (General)
T Technology > T Technology (General)
Divisions: Fakultas Komunikasi dan Informatika > S1 Teknik Informatika
Depositing User: OSCAR SATRIA UTAMA
Date Deposited: 14 May 2025 00:40
Last Modified: 14 May 2025 00:40
URI: http://eprints.ums.ac.id/id/eprint/134875

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