GAME EDUKASI PENGENALAN HURUF AKSARA JAWA (Studi Kasus: Sekolah Dasar Negeri Lomanis 2 Cilacap Tengah)

Maulana, Redha (2019) GAME EDUKASI PENGENALAN HURUF AKSARA JAWA (Studi Kasus: Sekolah Dasar Negeri Lomanis 2 Cilacap Tengah). Other thesis, Universitas Amikom Purwokerto.

[img] Text
Cover.pdf

Download (474kB)
[img] Text
Daftar Isi.pdf

Download (438kB)
[img] Text
ABSTRAK.pdf

Download (399kB)
[img] Image
BAB I.pdf
Restricted to Registered users only

Download (418kB)
[img] Image
BAB II.pdf
Restricted to Registered users only

Download (437kB)
[img] Image
BAB III.pdf
Restricted to Registered users only

Download (445kB)
[img] Image
BAB IV.pdf
Restricted to Registered users only

Download (1MB)
[img] Image
BAB V.pdf
Restricted to Registered users only

Download (362kB)
[img] Image
DAFTAR PUSTAKA.pdf
Restricted to Registered users only

Download (418kB)
[img] Text
LAMPIRAN.pdf
Restricted to Repository staff only

Download (550kB)

Abstract

This research is motivated by the importance of the ability to recognize Javanese script letters in children from an early age. The objects in this study were 25 children, consisting of 13 boys and 12 girls in grade 3 of SDN 2 Lomanis, Cilacap Tengah District. The ability of children in grade 3 of SDN 2 Lomanis to recognize the letters of Javanese script is still not optimal. Of the 25 students found only as many as 9 (36%) students who can understand Javanese script letters, while students who do not understand the Javanese alphabet letters as many as 16 (64%) students. This means that by the percentage of third grade students of SDN 2 Lomanis Cilacap Tengah there are more people who do not understand about the letters of Javanese script. This is because the learning process is still conventional, that is, only by writing and reading methods, so that students lack enthusiasm in the process of learning to recognize Javanese letters. The purpose of this study is to create an interesting and interactive Javanese alphabet letter recognition education game so that children's learning interest increases. Learning through educational game applications that will be built in this study is expected to fulfill these objectives. The application development method used is Multimedia Development Life Cycle (MDLC) which consists of six stages, namely prescribing, designing, gathering material, making, testing and distributing. The results of this study are a hijaiyah letter recognition game that has been evaluated with a questionnaire media and produces a percentage of 86.5% which is included in the category strongly agree that this educational game is worthy of use and distribution.

Item Type: Thesis (Other)
Additional Information: Dosen Pembimbing: Dr. Taqwa Hariguna, S.T., M.Kom.
Uncontrolled Keywords: Introduction to Javanese Literature, Educational Games, Multimedia Development Life Cycle (MDLC).
Subjects: B Philosophy. Psychology. Religion > BH Aesthetics
L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > Informatika
Depositing User: UPT Perpustakaan Pusat Universitas Amikom Purwokerto
Date Deposited: 02 Oct 2020 03:41
Last Modified: 02 Oct 2020 03:41
URI: http://eprints.amikompurwokerto.ac.id/id/eprint/264

Actions (login required)

View Item View Item