Implikasi Game Edukasi 2D dan 3D : Mengenal Huruf dan Angka Terhadap Anak

  • Dania Eridani Universitas Gadjah Mada
  • Paulus Insap Santosa Universitas Gadjah Mada
  • Ridi Ferdiana Universitas Gadjah Mada
Keywords: Metode pembelajaran, Pengenalan Huruf dan Angka, Game Edukasi 3D, Uji Kruskal-Wallis

Abstract

This paper contains the results of the developmentand implementation of educational games in 3D , as opposed to methods of learning using educational games 2D and conventional learning methods . The purpose of the application to determine the effectiveness of the use of each learning method and whether or not the development of educational game in 3D as a learning tool . Evaluation of the 91 respondents kindergarten class B of 4 kindergarten in Semarang , 28 respondents in the conventional learning , learning by 32 respondents on educational games 2D , and 31 respondents in the study with 3D educational game . Analysis of the results of the evaluation using the Kruskal - Wallis test . Evaluation material consists of 20 instructional materials related to letters and numbers and associated material response 5 user 3D educational game that will be used . The results of the Kruskal - Wallis analysis showed a difference in learning outcomes and figures hurud using educational games in 3D , 2D and educational game conventional learning . Response 31 users when playing 3D games are 87 % of respondents felt interested in playing games , 81 % of respondents are consistent in playing the game , 100 % of respondents felt the background music and animations used in the game interesting , and 97 % of respondents smoothly when using it with a computer game .

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How to Cite
Dania Eridani, Paulus Insap Santosa, & Ridi Ferdiana. (1). Implikasi Game Edukasi 2D dan 3D : Mengenal Huruf dan Angka Terhadap Anak. Jurnal Nasional Teknik Elektro Dan Teknologi Informasi, 3(1), 1-5. Retrieved from https://dev.journal.ugm.ac.id/v3/JNTETI/article/view/3090
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Articles