MEDAN MAKNA: Jurnal Ilmu Kebahasaan dan Kesastraan
Vol 19, No 1 (2021): Medan Makna Juni

Pemanfaatan Gim Edukatif “I Can Do” Sebagai Upaya Meningkatkan Literasi Selama Pandemi

Chris Setiawan Adi Putra (Universitas Islam Negeri Sunan Kalijaga Yogyakarta)
Aninditya Sri Nugraheni (Universitas Islam Negeri Sunan Kalijaga Yogyakarta)



Article Info

Publish Date
30 Jun 2021

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.

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Journal Info

Abbrev

medanmakna

Publisher

Subject

Arts Humanities Education Languange, Linguistic, Communication & Media Social Sciences

Description

Artikel dari hasil penelitian maupun kajian kebahasaan dan kesastraan, baik bahasa/sastra Indonesia, bahasa/sastra daerah, bahasa/sastra asing maupun pembelajaran bahasa/sastra ...