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Journal : Jupiter

Mobile Learning Dalam Pembelajaran Interaktif Untuk Anak Usia Dini Menggunakan Metode STEAM Teguh Setiadi; Laksamana Rajendra Haidar
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 13 No 2 (2021): JUPITER Edisi Oktober 2021
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/3766.jupiter.2021.10

Abstract

Technology is very helpful for simplifying work and daily needs and provides a variety of entertainment for those who want it. For this reason, the community is required to make a change in every activity. The teacher's learning process at Tunas Harapan Kindergarten, which is located at Limbangan Village Rt 02 Rw 04 Banyu Putih District, uses paper media that is attached to the wall or uses teaching aids in delivering learning materials that have not used learning technology. Thus, children feel bored and sometimes neglect to pay attention to the teacher's explanation, and sometimes the learning process is very dependent on the delivery of material delivered by the teacher directly. For this reason, providing support for interactive learning is to take advantage of the existence of media learning facilities that use technology-based mobile education. The application of the learning model with the STEAM method in the learning activities of children aged 5 to 6 years, one of which is the development of student creativity. In building mobile education in interactive learning for early childhood to present or introduce mobile-based education technology to children from an early age, in independent learning it is easily accessible outside class hours and assisting teachers in teaching in particular. Keywords— Mobile Education, Interactive learning, STEAM method
Game Mobile Edukasi interaktif untuk Meningkatkan Kemampuan Membaca Anak Usia Dini Teguh Setiadi; Laksamana Rajendra Haidar
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 14 No 2-c (2022): Jupiter Edisi Oktober 2022
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5479/5.jupiter.2022.10

Abstract

The development of reading learning carried out at Cut Nyak Dien Kindergarten which is located at Surokonto Wetan Village, RT. 03/RW. 03 district. Pageruyung Kab. Kendal. The ongoing learning process still uses manual or conventional methods by using posters in the form of cardboard. The limited media used in learning causes teachers to need to explain repeatedly using teaching aids. When viewed from the media used, namely cardboard, the images that will be conveyed are less attractive to children in studying the images. This is because children still have difficulty in pronouncing letters and connecting pictures with words. One of the supporting factors for interactive learning is by utilizing game media for learning facilities using mobile education-based technology. The purpose of making and developing educational games is to attract children's attention to play games that function as learning media. One of them is to improve children's language skills. Language development is part of the abilities that must be possessed by children. One of the language skills that must be developed is the ability to read, because by reading children can understand the meaning of words and sentences, and understand that there is a relationship between spoken and written language. The application of educational games in classroom learning with the inquiry learning method in the simplest explanation is a form of approach that is oriented to early childhood. Where the teacher only gives direction and then students are able to realize their learning and thinking abilities. In this method, children play an active role in learning. Researchers need to solve this problem with the ADDIE method, namely by analysis, design, development, implementation and evaluation. The data collection technique is using a questionnaire. The results of the validation of interactive game development can be concluded that interactive games to improve early childhood reading skills are valid, practical, and effective
Co-Authors Abdul Syukur Agustino, Antonius Ahmad Ashifuddin Aqham Ahmad Zaenudin Akhmad Yun Jufan Alfi Hasan Prasetyo Ali Ghanie Amalia, R. Nur Anastasia*, Jessica Arifiandi, Tody Inggil Aris Wijayanti Azani Fajri, Laksamana Rajendra Haidar Bagus Sudirman Benny Setyo Hartomo Damayanti Damayanti Danang Danang Daniel Alfa Puryono Darnis, Febriyanti Datu Marta Dendy Kurniawan Edy Siswanto Eka Satria Wibawa Erwin Azmar Erwin Sukandi Fajri, Laksamana Rajendra Haidar Azani Fathurrahman, R. Muh. Syakur Febriyanti Darnis Febriyanti Darnis Fernandez Hutagalung Ferry Usnizar Haidar Azani Fajri, Laksamana Rajendra Hendri Rasminto Hendri Rasminto Heri Mahfudin Hermawan, Puji Ilhami, Susansi Dwi Iman Saufik Suasana Imran Soleh Indra Ava Dianta Julianti, Metri Khoirur Rozikin Kusumajaya, Robby Andika Kusumasari, Findi Citra Laksaman Haidar Laksamana Rajendra Laksamana Rajendra Haidar Laksamana Rajendra Haidar Laksamana Rajendra Haidar Azani Fajri Laksamana Rajendra Haidar Azani Fajri Laksamana Rajendra Haidar Azani Fajri Laksmana Rajendra Haidar Mahfudin, Heri Mardi Siswoyo Marisi Pakpahan Moh. Muthohir MS, Ayyub Hamdanu Budi Nurmana Muhamad Arif Darmawan Muhamad Fadlan Muhammad, Rasul Louise Naibaho, Nora Nopiah Widaningsih Nur Hidayah Pakpahan, Marisi Priyadi Priyadi Priyadi Priyadi Rante, Jones Zenas Rikah Robby Andika Kusumajaya Rukiah Chodilawati Rumaji Saptaji, Delli Septu Rismayani Setyawan, Filippus Cahyo Sigit Wijayanto Sigit Wijayanto Siswanto, Edy Siti Ulfatur Rohmah Slamet, Ayyub Hamdanu Budi Nurmana Mulyana Sundari, Sri Susansi Dwi Ilhami Susanti Dwi Ilhami Syamsu Indra Tangkudung, Audrey G Tarumingkeng, Lingkan Taufik Indrajaya Tegar Adi Putra Untung Widodo, Untung Uswatul Chasanah Wiwid Wahyudi Wiwid Wahyudi Yasin, Verdi Yudhie Tanta Yulianto, Akmal Budi