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Perancangan Aplikasi Edukasi Bahasa Inggris Sanggar Merah Merdeka Surabaya Berbasis Android Guna Meningkatkan Minat Belajar Wildwina Wildwina; Yulius Dani Eko Saputro; Angelicha Yuspitasari Suwignyo; Ryan Putranda Kristianto
The Center for Sustainable Development Studies Journal Vol 2 No 2 (2023): Vol 2 No 2 (2023): Jurnal CSDS Vol 2 , No 2 (2023) ISSN 2964-1683 (media online)
Publisher : Darma Cendika Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37477/csds.v2i2.495

Abstract

Sanggar Merah Merdeka adalah sebuah sanggar belajar yang dinaungi oleh Yayasan Kasih Bangsa Surabaya (YKBS) dan merupakan bagian dari karya sosial para romo dan bruder CM (Kongregasi Misi). Salah satu mata pelajaran yang diajari oleh SMM yakni pelajaran bahasa Inggris. Namun, ditemukan sebuah permasalahan yaitu terkait kurangnya media pembelajaran sehingga anak-anak cenderung merasa bosan ketika belajar. Oleh karena itu, untuk mengatasi permasalahan tersebut penulis mengusulkan sebuah solusi yakni berupa pembuatan aplikasi sebagai media pembelajaran guna untuk meningkatkan minat belajar. Aplikasi ini dibuat sedemikian rupa salah satunya dengan menambahkan karakter-karakter unik sehingga membuat pembelajaran menjadi semakin asyik dan interaktif.
Perancangan Dan Implementasi Aplikasi Pembelajaran Membaca Dan Berhitung Untuk Anak Usia Dini Berbasis Android Yulius Dani Eko Saputro; Stephanus Surijadarma Tandjung
Prosiding Seminar Nasional Teknoka Vol 8 (2023): Proceeding of TEKNOKA National Seminar - 8
Publisher : Fakultas Teknik, Universitas Muhammadiyah Prof. Dr. Hamka, Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The current trend in the world of education is from traditional education to modern education using new information technology. The author designed a learning media application for children so that they can improve and develop their learning abilities. By making this application, parents can guide them in learning. The aim of this research is to design an application to improve learning abilities using the Waterfall Method. The Waterfall method is a sequential software development approach, with a process that runs sequentially from stage to stage, through the Requirements, Design, Implementation, Verification and Maintenance phases. The results obtained are the creation of an Android-based reading and arithmetic learning media application, where this application consists of several interesting features that can help children aged 4-9 years. The features in this application are packed with simple calculations, reading letters, and number recognition. To measure the application that is built as suitable for use, it is done by testing the application on 20 respondents and each respondent fills out a questionnaire consisting of 10 questions. Based on the results of the data analysis, a score of 78.625 was obtained, which means this application is suitable for use by children both in terms of appearance and content.