PENERAPAN METODE EXTREME PROGRAMMING DALAM PERANCANGAN APLIKASI GAME EDUKASI MENGENALAN HURUF ALFABET BERBASIS ANDROID

Novian, Ahmad Bagus (2021) PENERAPAN METODE EXTREME PROGRAMMING DALAM PERANCANGAN APLIKASI GAME EDUKASI MENGENALAN HURUF ALFABET BERBASIS ANDROID. Other thesis, Universitas Amikom Purwokerto.

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Abstract

The design of this educational game application is motivated by the low level of interest in early childhood learning in learning to recognize alphabetic letters at home and prefers to play games on their Android phones, therefore in this case we need an independent learning medium that is both interesting and fun. helping children in learning to recognize letters of the alphabet, one of which is with educational games based on android. Designing applications or games requires a special method to simplify the development process. The need for method development becomes an element that plays an important role in the development of information needs. Extreme Programming is a method suitable for use by developers with few members. This method has four stages in its implementation, namely planning, designing, coding and testing. Through these four stages, it is hoped that the results obtained will be maximum and can be more helpful in the required process. The results of this study are in the form of an Android-based alphabet letter learning application which can provide convenience in learning to recognize alphabet letters quickly and accurately.
Item Type: Thesis (Other)
Additional Information: Dosen Pembimbing: Dr. Taqwa Hariguna, S.T., M.Kom.
Uncontrolled Keywords: Game Edukasi, media belajar, huruf alfabet
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > Informatika
Depositing User: UPT Perpustakaan Pusat Universitas Amikom Purwokerto
Date Deposited: 21 Jan 2022 02:37
Last Modified: 21 Jan 2022 02:37
URI: https://eprints.amikompurwokerto.ac.id/id/eprint/1167

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