Rekayasa Aplikasi Edutainment Untuk Mengembangkan Sensor Motorik Pada Anak–Anak Berbasis Desktop

Authors

  • Adam Seprian Universitas Indo Global Mandiri Palembang. Indonesia
  • Lastri Widya Astuti Universitas Indo Global Mandiri Palembang. Indonesia
  • Mustafa Ramadhan Universitas Indo Global Mandiri Palembang. Indonesia

DOI:

https://doi.org/10.47747/jurnalnik.v5i2.1750

Keywords:

Edutainment, Game, RUP, Motoric Sensors.

Abstract

Edutainment comes from education, which means education, and entertainment, which means entertainment. So, in terms of language, education is entertaining. In this case, fun learning is usually done with humor, games, role-playing, and demonstrations. Learning can also be done in other ways as long as it can provide fun learning for students. At this age, they are in the most rapid growth and development period, both physically and mentally. Therefore, the author created a desktop-based edutainment application to develop motoric sensors in children that can accelerate growth with the hope that children can directly use the game application and gain more knowledge and change learning patterns not to be bored. This edutainment application is a learning application for early childhood ages ranging from 3 to 6 years, and it contains material for learning letters, numbers, pictures, and counting. The research method and development of this edutainment application is the rational unified process (RUP) method, a software engineering method developed by collecting various best practices in software.

 

References

M. R. Alamsyah, A. D. Vahira, S. H. Fadhilah, and M. Paputungan, "Penyuluhan Meningkatkan Sensorik dan Motorik Anak-anak di Yayasan TPQ (Taman Pendidikan Qur’an) Alansari Melalui Media Nonton Bareng Dan Lomba Kelurahan Rempoa," Seminar Nasional Pengabdian Masyarakat LPPM UMJ, pp. 1–5, 2022. [Online]. Available: http://jurnal.umj.ac.id/index.php/semnaskat.

L. D. Pratama, W. Lestari, and I. Astutik, "Efektifitas Penggunaan Media Edutainment Di Tengah Pandemi Covid-19," AKSIOMA: Jurnal Program Studi Pendidikan Matematika, vol. 9, no. 2, pp. 413–423, 2020. [Online]. Available: https://doi.org/10.24127/ajpm.v9i2.2783.

A. A. Vetdri, H. Mulyono, and S. Junaidi, "Perancangan Sistem Informasi Pembayaran SPP Berbasis Desktop pada SMK Muhammadiyah 1 Padang," Jurnal Pendidikan Tambusai, vol. 7, no. 1, pp. 2446–2457, 2023.

Z. R. Mair and H. Y. Sari, "Aplikasi Kasir Pada Adibah Boutique Berbasis Desktop," Jurnal Nasional Ilmu Komputer, vol. 2, no. 4, pp. 233–248, 2021. doi: 10.47747/jurnalnik.v2i4.535.

A. Muarifah and N. Nurkhasanah, “Identifikasi Keterampilan Motorik Halus Anak,” Journal of Early Childhood Care and Education, vol. 2, no. 1, p. 14, 2019.

R. Fitriani, "Perkembangan Fisik Motorik Anak Usia Dini," Jurnal Golden Age, vol. 3, no. 1, pp. 25–34, 2018. [Online]. Available: https://doi.org/10.29408/goldenage.v2i01.742.

Y. Agus Pranoto and S. A. Wibowo, "Aplikasi Desktop Sistem Triase Untuk Pendukung Prioritas Tingkat Kegawatan," Jurnal Mnemonic, vol. 3, no. 1, pp. 1–6, 2020. [Online]. Available: https://doi.org/10.36040/mnemonic.v3i1.2319.

Destriana, R., Kom, M., Husain, S. M., Kom, S., Handayani, N., Kom, M., Siswanto, A. T. P., & Kom, S. (2021a). Diagram UML Dalam Membuat Aplikasi Android Firebase" Studi Kasus Aplikasi Bank Sampah". Deepublish

Downloads

Published

2024-05-31

How to Cite

Seprian, A., Astuti, L. W. ., & Ramadhan, M. (2024). Rekayasa Aplikasi Edutainment Untuk Mengembangkan Sensor Motorik Pada Anak–Anak Berbasis Desktop. Jurnal Nasional Ilmu Komputer, 5(2), 109 - 120. https://doi.org/10.47747/jurnalnik.v5i2.1750