Sisforma: Journal of Information Systems
Vol 3, No 1 (2016): May 2016

"Smart Puzzle" Game Helping Children Learn to Read

Septyana Hardianti Yunanto (Department of Information Systems, Faculty of Computer Science Soegijapranata Catholic University)
T. Brenda Chandrawati (Department of Information Systems, Faculty of Computer Science Soegijapranata Catholic University)



Article Info

Publish Date
13 May 2016

Abstract

The game is one of the media for learning. One of the games that can be used as media of instruction is "Smart Puzzle" games. "Smart Puzzle" games are educational games are used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each parts. This game is distinguished into three categories, namely category animals which consists of 10 stage and 2 mini games, a profession category consists of 10 stage and 2 mini games and family categories that consists of 6 stage and 1 mini games. "Smart Puzzle" game has 4 components of games as a medium of instruction. 4 the game components, including drafting letters, complete the picture, match the job with their workplace and learning family tree. With the 4 components of this being the excess of the game "Smart Puzzle" compared to other reading games.

Copyrights © 2016






Journal Info

Abbrev

sisforma

Publisher

Subject

Computer Science & IT Education Engineering Library & Information Science

Description

SISFORMA journal published by the Information Systems Studies Program Faculty of Computer Science Soegiapranata Semarang. to accommodate the scientific writings of the ideas or studies related to information systems. Scope journal Sisforma: Topics that will be published in the journal SISFORMA ...