Pembelajaran Interaktif Edu-Game Pengenalan Profesi Berbasis Android Pada Siswa Paud

Muhammad Rais(1*), Muhammad Riska(2),

(1) Universitas Negeri Makassar
(2) Universitas Negeri Makassar
(*) Corresponding Author




DOI: https://doi.org/10.26858/jpkk.v4i1.3645

Abstract


This research is a second year development research that aims to test the usefulness, accuracy, and feasibility of interactive professional recognition learning application products. The trial subjects were expert groups (learning media and PAUD learning), product user groups (PAUD teachers), and PAUD students. The results showed that application products included in the criteria were very useful, very feasible and very appropriate. This means that the substance of the edu-game profession application that has been developed has met the criteria of useful, proper and appropriate, so that it can be used as a choice of professional learning introduction media for PAUD students. The results of observations of PAUD students during the product user trial stage, obtained information that shows that PAUD students have been able to: 1) find differences in various types of professions, 2) play puzzle games to recognize the profession, and 3) recognize the profession through audio messages and pictures. Thus the interactive learning product application of edu-game profession meets the criteria of acceptable (acceptable) which is useful, feasible, and appropriate, and therefore can be used as an alternative choice of learning media that is fun and challenging for PAUD students in introducing the profession


Keywords


Interactive Learning; Professional Introduction; Android

Full Text:

PDF

References


Ally, Muhamed. (2009). Mobile learning: transforming the delivery of education and training. Québec: AU Press

Borg., Walter R & Gall, D. Meredith. (2003). Education Research:an Introduction. (7th Edition). Allyn Bacon

Clark, Donald. (2006). Games and e-learning: www.caspianlearning.co.uk/Whtpcaspian-games_1.1.pdf. Diakses tanggal 20 Mei 2016.

Darmawan, Deni. (2012). Teknologi Pembelajaran. Bandung: Remaja

Rosdakarya

Foreman, J.G. (2004). Game Based Learning: How to delight and instruct in the 12 st century. Educause Review.

Gustafson Kent L., & Branch, Robert M. (2002). Survey of instructional development models (4th ed.). Syracuse, NY: ERIC Clearinghouse on Information & Technology, Syracuse University

Hamari, J., Shernoff, JD., Rowe, E., Coller, B., Clarke, AJ., Edwars, T. (2016). Challenging Games Help Students Learn: an Empirical Study on Engagement, Flow and Immersion in Game-Based Learning. Computers in Human Behavior 54 (2016) 170-179.

Istiyanto, Jazi Eko. (2013). Pemrograman Smartphone Menggunakan SDK

Android dan Hacking Android. Yogyakarta: Graha Ilmu

Nilwan, Agustinus. (2009). Pemrograman Animasi dan Game Profesional, Elex Media Komputindo, Jakarta.

O’Malley,C, dkk. (2003). Guidelines For Learning/Teaching/Tutoring in a Mobile

Environtment (Online), (http://www.mobilearn.org/download/results/guidelines.pdf, diakses pada 29 Agustus 2018)

Safaat, Nazrudin. (2012). Pemrograman Aplikasi Mobile Smartphone dan Tablet

PC Berbasis Android. Bandung: Informatik

Santrock, JohnW, (2002). Life Span Development , Jakarta:Penerbit Erlangga

Simatupang, Hayati Nut. (2005). Bermain Sebagai Upaya Dini Menanamkan Aspek Sosial Bagi Siswa Sekolah Dasar. Jurnal Pendidikan Jasmani Indonesia. Volume 3. No. 1. Hal. 23-31.

Terrel, Shelly Sanchez. (2011). Effective Mobile Learning, 50 + Quick Tips & Resources, (Online), (http://www.scribd.com/doc/67369598/Effective-Mobile-Learning-50-Tips-Resources-Ebook, diakses pada 26 Agustus 2018)

Woodill, G. (2010). The mobile learning edge: Tools and technologies for

developing your teams. McGraw Hill Professio

Yatmo, Bangkit Tri. (2013). Game Aplikasi Pembelajaran Penulisan Aksara Jawa “Hanacara” Berbasis Android. Skripsi. Sekolah Tinggi Manajemen Informatika dan Komputer. Amikom: Yogyakarta


Article Metrics

Abstract view : 1024 times | PDF view : 176 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2018 Jurnal Psikologi Pendidikan dan Konseling

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Published by:

Guidance and Counseling Study Program,

Graduate Program of Universitas Negeri Makassar

Address : Jalan Bonto Langkasa Gunungsari Baru Makassar,

90222 .Kampus PPs UNM Makassar, Building AD Room 306

Lt II Study Program BK, Indonesia

Email: jppk@unm.ac.id

p-ISSN : 2443-2202

e-ISSN : 2477-2518


JPPK UNM Indexed by:

 

Lisensi Creative Commons
JPPK UNM is licensed under a
Lisensi Creative Commons Atribusi-NonKomersial-TanpaTurunan 4.0 Internasional.

 

View JPPK UNM My Stats