Pengembangan Media Pembelajaran Berbasis Game Android untuk Anak Usia 5-6 Tahun

Authors

  • Evi Selva Nirwana Pendidikan Islam Anak Usia Dini, Institut Agama Islam Negeri Bengkulu, Indonesia

DOI:

https://doi.org/10.31004/obsesi.v6i3.1684

Keywords:

media pembelajaran game android anak usia 5-6 tahun

Abstract

Berdasarkan analisis kebutuhan mengenai media pembelajaran yang akan dikembangkan bahwa sebagain besar guru memperhatikan reliabilitas media yang dikembangkan. Aspek pembuatan media pembelajaran hanya sebagian kecil guru membuat media pembelajaran, dan aspek penggunaan media pembelajaran sebagain besar guru tidak menggunakan media dalam pembelajaran. Tujuan penelitian ini adalah merancang aplikasi game calistung digital anak usia 5-6 tahun dengan menggunakan unity 3D berbasis android.  Metodologi penelitian menggunakan metode Research and Development dengan langkah-langkah dari penelitian Borg, WR dan Gall,M.D yang mengadopsi model Dick and Carey dengan pengembangan multimedia berbasis software life cycle model. Hasil uji lapangan menunjukan nilai rata-rata lembar observasi kemampuan literasi awal pretest sebesar 3, 16 dan  nilai rata-rata lembar observasi kemampuan literasi awal postest sebesar 3, 68 serta nilai rata-rata kenaikan skor pretest dan skor postest kemampuan literasi awal sebesar 0, 53. Hasil uji lapangan menunjukan bahwa media pembelajaran game ABaCa dapat meningkatkan kemampuan literasi awal anak usia 5-6 tahun pada aspek kesadaran fonologis, pengetahuan tulisan dan konsep tulisan, huruf dan kata.  

Downloads

Download data is not yet available.

References

Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers and Education, 143(March 2019), 103667. https://doi.org/10.1016/j.compedu.2019.103667

Alberti, J. (2008). The Game of Reading and Writing : How Video Games Reframe Our Understanding of Literacy. 25(January 2007), 258-269. https://doi.org/10.1016/j.compcom.2008.04.004

Andreani, W., & Ying, Y. (2019). ScienceDirect ScienceDirect " PowPow " interactive game in supporting English vocabulary " PowPow " interactive game in supporting English vocabulary learning for elementary students learning for elementary students. Procedia Computer Science, 157, 473-478. https://doi.org/10.1016/j.procs.2019.09.005

Görgen, R., Huemer, S., Schulte-körne, G., & Moll, K. (2020). Evaluation of a digital game-based reading training for German children with reading disorder. Computers & Education, 103834. https://doi.org/10.1016/j.compedu.2020.103834

Görgen, R., Huemer, S., Schulte-Körne, G., & Moll, K. (2020). Evaluation of a digital game-based reading training for German children with reading disorder. Computers and Education, 150(September 2019). https://doi.org/10.1016/j.compedu.2020.103834

Harker-Schuch, I. E., Mills, F. P., Lade, S. J., & Colvin, R. M. (2020). CO2peration - Structuring a 3D interactive digital game to improve climate literacy in the 12-13-year-old age group. Computers and Education, 144(June 2019), 103705. https://doi.org/10.1016/j.compedu.2019.103705
https://doi.org/10.1016/j.compedu.2019.103705

Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D., Bromley, M., Hayward, E. O., & Turkay, S. (2014). Computers & Education Moved to learn : The effects of interactivity in a Kinect-based literacy game for beginning readers. Computers & Education, 74, 37-49. https://doi.org/10.1016/j.compedu.2014.01.007

Hughes-roberts, T., Brown, D., Boulton, H., Burton, A., Shopland, N., & Martinovs, D. (2020). Computers & Education Examining the potential impact of digital game making in curricula based teaching : Initial observations. Computers & Education, 158(March 2019), 103988. https://doi.org/10.1016/j.compedu.2020.103988

Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning. Computers and Education, 126, 89-104. https://doi.org/10.1016/j.compedu.2018.07.001

Kartal, G., & Terziyan, T. (2016). Development and evaluation of game-like phonological awareness software for kindergarteners: JerenAli. Journal of Educational Computing Research, 53(4), 519-539. https://doi.org/10.1177/0735633115608397

Nasional, S., & Informasi, T. (2014). Prosiding Senastik 2014. September, 10-11.

Neumann, M. M. (2018). Early Childhood Research Quarterly Using tablets and apps to enhance emergent literacy skills in young children. Early Childhood Research Quarterly, 42(August 2017), 239-246. https://doi.org/10.1016/j.ecresq.2017.10.006

Neumann, M. M., Finger, G., & Neumann, D. L. (2017). A Conceptual Framework for Emergent Digital Literacy. Early Childhood Education Journal, 45(4), 471-479. https://doi.org/10.1007/s10643-016-0792-z

Northrop, L., & Killeen, E. (2013). A framework for using iPADS to build early literacy skills. Reading Teacher, 66(7), 531-537. https://doi.org/10.1002/TRTR.1155

Nurdiyanti, E., & Suryanto, E. (2010). Pembelajaran Literasi Mata Pelajaran Bahasa Indonesia pada Siswa Kelas V Sekolah Dasar. Paedagogia, 13(2), 115-128.

Ronimus, M., Kujala, J., Tolvanen, A., & Lyytinen, H. (2014). Computers & Education Children ' s engagement during digital game-based learning of reading : The effects of time , rewards , and challenge. Computers & Education, 71, 237-246. https://doi.org/10.1016/j.compedu.2013.10.008

Udjaja, Y., Tanuwijaya, K., & Kartika, I. (2019). ScienceDirect ScienceDirect The Use of Role Playing Game for Japanese Language Learning. Procedia Computer Science, 157, 298-305. https://doi.org/10.1016/j.procs.2019.08.170

Downloads

Published

30-10-2021

Indexing Check

How to Cite

Nirwana, E. S. (2021). Pengembangan Media Pembelajaran Berbasis Game Android untuk Anak Usia 5-6 Tahun. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(3), 1811–1818. https://doi.org/10.31004/obsesi.v6i3.1684

Issue

Section

Articles