Aplikasi Pengenalan Huruf dan Angka Menggunakan Pendekatan Realistik Berbasis Android
(1) 
(2) 
(*) Corresponding Author
Abstract
This research intends to create a letter and number recognition application for kindergarten with a realistic approach using Android. The outbreak of the Covid 19 pandemic has resulted online learning from the level of kindergarten to college students. The research method used was RnD (Research and Development) using ADDIE (Analysis, Design, Development, Implementation, Evaluation) approach. This research has come to the stage of limited trial. The result of this research was the analysis stage, in which the researcher conducted a needs analysis at the research location, kindergartens in Jakarta. The design stage where the researcher created a design of the application and what buttons were needed in the screen display. The development stage where the researcher created an application that was ready to be tested in a simple and limited way to be able to see the inputs, advantages and disadvantages in the application. The next stage was an evaluation by creating improvements based on apkar input and the results of limited trials carried out at the implementation stage
Keywords
Full Text:
PDF (Indonesian)References
I. Z. Fauziah, Sutrisno, and Suwarni, “Pengembangan E-Modul Berbasis Adobe Flash CS6 pada Mata Pelajaran Penataan Barang Dagang,” J. Pendidik. Bisnis dan Manaj., vol. 2, no. 2, pp. 154–159, 2016, doi: 10.15713/ins.mmj.3.
J. R. Sagala, “Implementasi palikasi pengenalan huruf dan angka berbasis audio pada yayasan pendidikan katolik TK. RK. ST. Thomas Medn,” J. Mantik Penusa, vol. 16, no. 2, pp. 22–27, 2014.
R. S. Nadiyah and S. Faaizah, “The Development of Online Project Based Collaborative Learning Using ADDIE Model,” Procedia - Soc. Behav. Sci., vol. 195, pp. 1803–1812, 2015, doi: 10.1016/j.sbspro.2015.06.392.
S. Hartati, N. A. K. Dewi, D. Puastuti, M. Muslihudin, and N. S. Budi, “Sistem Aplikasi Educhat Stmik Pringsewu Berbasis Android Sebagai Media,” Teknosi, vol. 03, no. 01, pp. 143–152, 2017.
S. Bakhri, “Animasi interaktif pembelajaran huruf dan angka menggunakan model ADDIE,” INTENSIF J. Ilm. Penelit. dan Penerapan Teknol. Sist. Inf., vol. 3, no. 2, pp. 130–144, 2019, doi: 10.29407/intensif.v3i2.12666.
Suyono and R. Wati, “Aplikasi pengenalan huruf,gambar dan warna pada PAUD Mutiara Sari Podorejo Kecamatan Pringsewu berbasis android,” Technologia, vol. 12, no. 1, pp. 20–24, 2021.
S. Saputra, “Pengembangan Media Pembelajaran Pengenalan Huruf Dan Angka Untuk Anak Taman Kanak-kanak (TK),” in Seminar Nasional Teknologi Infomasi dan Komputer, 2019, pp. 94–102.
D. L. Fithri and D. A. Setiawan, “Analisa san perancangan game edukasi sebagai motivasi belajar untuk anak usia dini,” Simetris J. Tek. Mesin, Elektro dan Ilmu Komput., vol. 8, no. 1, pp. 225–230, 2017, doi: 10.24176/simet.v8i1.959.
T. W. Pratama, I. P. Astuti, and G. A. Buntoro, “Aplikasi pengenalan benda sekitar untuk anak autis berbasis android,” KOMPUTEK (Jurnal Tek. Univeristas Muhammadiyah Ponorogo), vol. 3, no. 2, pp. 87–104, 2019.
M. T. Chulkamdi and S. Purnomo, “Perancangan dan implementasi game interaktif pengenalan huruf dan angka untuk media pembelajaran di PAUD Wachid Hasyid Ponggok Kabupaten Bliktar,” J. Antivirus, vol. 10, no. 1, pp. 21–31, 2016, doi: 10.35457/antivirus.v10i1.84.
DOI: http://dx.doi.org/10.30998/sap.v5i3.9045
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 Wanti Rahayu, Ari Irawan
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
SAP (Susunan Artikel Pendidikan) indexed by:
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi 4.0 Internasional.
View My Statis