Aplikasi Game Edukasi pengenalan Nama Hewan dan Habitat dalam 3 Bahasa bagi Anak Usia Dini

A. Talakua, Arini Aha Pekuwali
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Abstract

-One of the uses of smart phones (smartphones) is that they are used to help children's learning process with various applications that are easy to install. Learning that is often carried out for early childhood is an introduction to animals and their habitats, this learning can help early childhood to get to know various kinds of animals and their habitats. Understanding of animal names needs to be done especially on Sumba Island which is an area in East Nusa Tenggara, on the island of Sumba itself which is famous for its unique customary and cultural values. The customs and culture that exist in Sumba often use animals as the main part in carrying out traditional activities, so understanding related to animal species needs to be understood from an early age, one of which needs to be learned is to use the local language. This is taught to children in local content lessons. However, there are several problems in the delivery of subject matter to early childhood using conventional methods, one factor is that it is easy to get bored in learning, and it is difficult to understand and remember the learning material provided. Based on these problems, an educational game application was built in 3 languages, namely Sumbanese, English and Indonesian so that it can become a new learning medium, in this study the game was built using the MDLC (Multimedia Life Cycle) Method. through functional testing and experience an increase in understanding of children by 10% through the results of the pre test and post test given.
这是一款用于婴儿识别动物名字和栖息地的3种语言的教育游戏
-智能手机(智能手机)的用途之一是通过各种易于安装的应用程序来帮助儿童的学习过程。幼儿经常进行的学习是对动物及其栖息地的介绍,这种学习可以帮助幼儿了解各种动物及其栖息地。了解动物的名字尤其需要在松巴岛上完成,这是东努沙登加拉的一个地区,在松巴岛本身以其独特的习俗和文化价值而闻名。在Sumba存在的习俗和文化中,经常使用动物作为开展传统活动的主要部分,所以与动物物种相关的了解需要从小就了解,其中需要学习的一项就是使用当地的语言。这是在当地内容课程中教给孩子们的。然而,用传统的方法向幼儿传授主题存在着几个问题,一个因素是学习时容易感到厌烦,并且很难理解和记住所提供的学习材料。基于这些问题,本研究采用多媒体生命周期(Multimedia Life Cycle, MDLC)方法,开发了一款教育类游戏应用程序,支持三种语言,即马来语、英语和印尼语,使其成为一种新的学习媒介。通过功能测试和体验,孩子的理解能力提高了10%,通过测试前和测试后给出的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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