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PENGEMBANGAN EDUCATIVE GAME BERBASIS APLIKASI ANDROID UNTUK MEMFASILITASI KETERAMPILAN MEMBACA ANAK USIA 5-6 TAHUN
Author(s) -
Alvi Sufiyanti Febriani,
Edi Hendri Mulyana,
Taopik Rahman
Publication year - 2020
Publication title -
jurnal paud agapedia
Language(s) - English
Resource type - Journals
eISSN - 2581-2823
pISSN - 2580-9679
DOI - 10.17509/jpa.v2i2.24544
Subject(s) - android (operating system) , computer science , multimedia , humanities , psychology , art , operating system
This research is based on the magnitude of children's interest in smartphone until they ignore to study. Most children who play smartphone are only for watching videos and playing games which are attractive to them. Therefore, the researcher designed an educative game Android-based application so they can play smartphone by not ignoring the development of reading skill. The purpose of this research is to describe the design of development, appropriateness, and product testing.This research uses the Design Based Research (DBR) method developed by Reeves. Data collection is done by observation, expert judgment, and documentation techniques. The setting and subject of this research are 6 kindergarten children in group B Nyimas Oyoh Kindergarten and 2 children from the researcher’s home. The Educative game android-based application development uses Adobe Flash Player for the main software. After validating, phase I trial, revision, and phase II trial, this educative game is appropriate to be used to facilitate reading skill of children aged 5-6 years.The research produced product that is an educative game learning with Uvi in application installed at smartphone with a minimum version of Jelly Bean, and a guide book on educative game learning with Uvi. Penelitian ini dilatarbelakangi karena besarnya ketertarikan anak pada smartphone sehingga mengabaikan belajar. Kebanyakan anak yg bermain smartphone hanya untuk menonton video-video dan bermain permainan yang menarik bagi anak. Oleh karena itu, peneliti merancang educative game berbasis aplikasi android agar anak dapat bermain smartphone dengan tidak mengabaikan perkembangan keterampilan membacanya. Tujuan dari penelitian ini yaitu mendeskripsikan rancangan pengembangan, kelayakan, dan uji coba produk. Penelitian ini menggunakan metode Design Based Research (DBR) yang dikembangkan oleh Reeves. Pengumpulan data dilakukan dengan teknik observasi, expert judgment, dan dokumentasi. Setting dan subjek penelitian ini adalah 6 orang anak kelompok B TK Nyimas Oyoh dan 2 orang anak dari lingkungan rumah. Pengembangan Educative game berbasis aplikasi android ini menggunakan Adobe Flash Player sebagai software utamanya. Setelah melakukan validasi, uji coba tahap I, revisi, dan uji coba tahap II, educative game ini layak digunakan dalam memfasilitasi keterampilan membaca anak usia 5-6 tahun. Penelitian ini menghasilkan produk berupa educative game belajar Bersama Uvi dalam bentuk aplikasi yang dapat digunakan di perangkat keras berupa smartphone dengan versi minimal Jelly Bean, dan buku panduan penggunaan educative game belajar bersama Uvi.

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