Chris Setiawan Adi Putra
Universitas Islam Negeri Sunan Kalijaga Yogyakarta

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Pemanfaatan Gim Edukatif “I Can Do” Sebagai Upaya Meningkatkan Literasi Selama Pandemi Chris Setiawan Adi Putra; Aninditya Sri Nugraheni
MEDAN MAKNA: Jurnal Ilmu Kebahasaan dan Kesastraan Vol 19, No 1 (2021): Medan Makna Juni
Publisher : Balai Bahasa Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26499/mm.v19i1.3305

Abstract

The weakening level of literacy among schoolchildren has resulted in a slowing of the increase in literacy in Indonesia. The purpose of this research is to find out how effective a person is in utilizing electronic media such as the “I Can Do” game application, especially during the pandemic in order to increase literacy. The method used in this research is descriptive qualitative research which produces a statement that the educational game application "I Can Do" is able to arouse children's enthusiasm for learning, especially during the pandemic period so that the literacy culture that the nation has aspired to approach its main goal.