Aplikasi Multiplatform Berbasis Budaya Indonesia (BUDI) untuk Siswa Sekolah Dasar

Dessy Setyowati(1*), Adha Maulana(2),

(1) Universitas Nahdlatul Ulama Kalimantan Barat
(2) Universitas Nahdlatul Ulama Kalimantan Barat
(*) Corresponding Author




DOI: https://doi.org/10.26858/jkp.v5i1.15625

Abstract


This study aims to produce a multiplatform application based on Budaya Indonesia (BUDI) which is suitable for use in learning in elementary schools. This research is a development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The use of a multiplatform application based on Budaya Indonesia (BUDI) as a medium for learning Indonesian culture is expected to introduce Indonesian culture and make students closer to Indonesian culture. The validation results related to media, materials, and education practitioners were 90%, 79.54%, and 92.5% respectively. The results of this multiplatform application trial for individuals and small groups were 91.6% and 97.8%, respectively. The overall percentage results show the high category, so it is suitable for use in learning in elementary schools. The research related to multiplatform applications in learning baesd on Indonesia culture is expected to be used as a reference in the implementation of similar research, especially in efforts to improve learning in elementary school.


Keywords


Aplication; Multiplatform; Indonesian Culture, and Elementary School.

Full Text:

PDF

References


Ardyantama, V. (2016). Pengembenagan Media Flash untuk Meningkatkan Hasil Belajar Siswa SD Kelas IV SD Hangtuah VI Surabaya. Online diakses pada 05 Agustus 2019 di https://alpen.web.id

Arifudin & Yanto. (2017). Perancangan Aplikasi Pembelajaran Seni Budaya Tambang Macapat Berbasis Android. Online, diakses pada 05 Agustus 2019 di https://e-journal.unipma.ac.id

Bruce, R. Maxim., Pressman, Roger S. (2014). Software Engineering: A Practitioner’s Approach (8th edition). Online, diakses pada 08 Agustus 2019 di https://www.researchgate.net.

Jadhav, J., Praktiksha, S., & Sunita, G. (2016). Map Application Using Augmented Reality Technology for Smart Phones. International Journal of Science and Engineering Applications, 5 (8), 421-424

Janner, S. (2010) Rekayasa Perangkat Lunak. Yogyakarta: Penerbit Andi.

Kristanto, dkk. (2015). Rancang Bangun Aplikasi E-Learning Berbasis Multi-platform untuk Mata Pelajaran Bahasa Indonesia dengan Menggunakan Technology Acceptance Model (TAM). Online, diakses pada 05 Agustus 2019 di https://jounal.maranatha.edu

Lembaga Ilmu Pengetahuan Indonesia. (2012) Peraturan Kepala Lembaga Ilmu Pengetahuan Indonesia Nomor: 04/E/2012 tentang Pedoman Karya Tulis Ilmiah. Jakarta: LIPI.

Mulyatiningsih, E. (2012). Metode Penelitian Terapan Bidang Pendidikan. Bandung: Alfabeta.

Setiawan. S. (2019). Edukasi Matematika Menggunakan Metode Path Finding Berbasis Desktop. Online, diakses pada 16 Juli 2020 di https://ejournal.itn.ac.id

Setyosari, Punaji. (2010). Metode Penelitian Pendidikan dan Pengembangan. Jakarta: Kencana.

Suhada, Idad. (2017). Konsep Dasar IPS. Bandung: PT Remaja Rosdakarya

Undang-Undang Republik Indoensia Nomor 5 Tahun 2017 tentang Pemajuan Kebudayaan. Online, diakses pada 10 Agustus 2020 di https://kebudayaan.kemdikbud.go.id/uu-no-5-tahun-2017-tentang-pemajuan-kebudayaan/


Article Metrics

Abstract view : 122 times | PDF view : 25 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Dessy Setyowati, Adha Maulana

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

Dipublikasikan oleh

Program Studi Pendidikan Sekolah Dasar Kampus VI UNM Bone

Universitas Negeri Makassar

Jalan Sudirman Watampone.

Hubungi 085299249197

Email: neysaamran@yahoo.co.id

 

JIKAP Terindex:

                   

   

Lisensi Creative Commons
JIKAP dilisensikan di bawah Lisensi Internasional Creative Commons Attribution-NonCommercial 4.0 .

                           Dedicated to:

 


Lihat Statistik Saya