Implementasi Self-directed Learning pada Game Edukasi Alphabet dan Angka (Beta) untuk Meningkatkan Keterampilan Anak guna Mencetak 21st Century Learner

Putri, Novita Andriyana (2025) Implementasi Self-directed Learning pada Game Edukasi Alphabet dan Angka (Beta) untuk Meningkatkan Keterampilan Anak guna Mencetak 21st Century Learner. Undergraduate thesis, Politeknik Negeri Jember.

[img] Text (Abstract)
Abstract.pdf - Submitted Version
Available under License Creative Commons Attribution Share Alike.

Download (27kB)
[img] Text (Bab 1 Pendahuluan)
Bab 1 Pendahuluan.pdf - Submitted Version
Available under License Creative Commons Attribution Share Alike.

Download (37kB)
[img] Text (Daftar Pustaka)
Daftar Pustaka.pdf - Submitted Version
Available under License Creative Commons Attribution Share Alike.

Download (152kB)
[img] Text (Laporan Lengkap)
Laporan Lengkap.pdf - Submitted Version
Restricted to Registered users only

Download (3MB) | Request a copy

Abstract

In the era of globalization and the Industrial Revolution 4.0, early childhood education faces challenges in adapting to the rapid development of Information Technology. Conventional learning methods are considered less effective, creating a demand for innovative approaches that enhance interest and comprehension among kindergarten children. One proposed solution is the implementation of Self directed Learning through educational games. This approach empowers children to analyze their learning needs independently, set learning goals, choose appropriate strategies, and evaluate outcomes through feedback features provided by the game. This study designs and develops the educational game BETA (Alphabet and Number Learning) on Android with handwriting skills features, using the Game Development Life Cycle (GDLC) method. GDLC is chosen for its effectiveness in structured, collaborative, and efficient game development. The BETA game is expected to serve as an enjoyable and interactive learning medium, capable of fostering 21st Century Learners who are creative, communicative, and technologically adaptive.

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDK
Thesis advisorRahmawati, Ulfa EmiNIDN0028069702
Uncontrolled Keywords: Conventional Learning, Self-directed Learning, Educational Game, Android, Game Development Life Cycle, 21st Century Learner
Subjects: 410 - Rumpun Ilmu Teknik > 450 - Teknik Elektro dan Informatika > 458 - Teknik Informatika
410 - Rumpun Ilmu Teknik > 450 - Teknik Elektro dan Informatika > 459 - Ilmu Komputer
410 - Rumpun Ilmu Teknik > 450 - Teknik Elektro dan Informatika > 461 - Sistem Informasi
410 - Rumpun Ilmu Teknik > 450 - Teknik Elektro dan Informatika > 462 - Teknologi Informasi
Divisions: Jurusan Teknologi Informasi > Prodi D4 Teknik Informatika > Tugas Akhir
Depositing User: Putri Novita Andriyana
Date Deposited: 21 May 2025 02:58
Last Modified: 21 May 2025 02:59
URI: https://sipora.polije.ac.id/id/eprint/41238

Actions (login required)

View Item View Item