JURIKOM (Jurnal Riset Komputer)
Vol 8, No 3 (2021): Juni 2021

Game Edukasi Mengenal Mata Uang Indonesia “Rupiah” Untuk Pengetahuan Dasar Anak-Anak Berbasis Android

Topan Hadi (STMIK IKMI Cirebon, Cirebon, Indonesia)
Nana Suarna (STMIK IKMI Cirebon, Cirebon, Indonesia)
Ade Irma Purnamasari (STMIK IKMI Cirebon, Cirebon, Indonesia)
Odi Nurdiawan (STMIK IKMI Cirebon, Cirebon, Indonesia)
Saeful Anwar (STMIK IKMI Cirebon, Cirebon, Indonesia)



Article Info

Publish Date
29 Jun 2021

Abstract

In the current digital era, technology and science are growing rapidly to penetrate various aspects of life, including in the field of education. By utilizing the provision of applications that contain elements of education, it gives birth to new ways in one's learning process, so that the learning process is more interesting and efficient. However, there is no learning about Indonesian currency, making the children reluctant to learn. They only know about the nominal currency, without knowing in detail the elements that exist in Indonesian currency. From these problems, a conclusion was drawn to get a solution by making an educational game in the form of introducing Indonesian paper currency on Android as a learning medium for children SDN 3 Kasdul Depok Sidapurna Cirebon). Making educational games on Android can be easily, effectively. The development of this game uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method. The research was conducted using a quantitative concept, where the data were taken based on a questionnaire and processed by statistical figures. The results of this study showed that the interest (0.046) & motivation (0.001) variable was said to be < 0.05 so that it affected the currency recognition game

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Journal Info

Abbrev

jurikom

Publisher

Subject

Computer Science & IT Control & Systems Engineering Electrical & Electronics Engineering

Description

JURIKOM (Jurnal Riset Komputer) membahas ilmu dibidang Informatika, Sistem Informasi, Manajemen Informatika, DSS, AI, ES, Jaringan, sebagai wadah dalam menuangkan hasil penelitian baik secara konseptual maupun teknis yang berkaitan dengan Teknologi Informatika dan Komputer. Topik utama yang ...