Design and Implementation of Reading and Counting Learning Application for Early Childhood on Android Platform
Keywords:
Aplikasi Pembelajaran, Android, Metode Waterfall, Learning Application, Android, Waterfall MethodAbstract
The current trend in the world of education is from traditional education to modern education using new information technology. The author designed a learning media application for children so that they can improve and develop their learning abilities. By making this application, parents can guide them in learning. The aim of this research is to design an application to improve learning abilities using the Waterfall Method. The Waterfall method is a sequential software development approach, with a process that runs sequentially from stage to stage, through the Requirements, Design, Implementation, Verification and Maintenance phases. The results obtained are the creation of an Android-based reading and arithmetic learning media application, where this application consists of several interesting features that can help children aged 4-9 years. The features in this application are packed with simple calculations, reading letters, and number recognition. To measure the application that is built as suitable for use, it is done by testing the application on 20 respondents and each respondent fills out a questionnaire consisting of 10 questions. Based on the results of the data analysis, a score of 78.625 was obtained, which means this application is suitable for use by children both in terms of appearance and content.
Downloads
References
J. Tiku Ali and A. Patombongi, “Perancangan Game Edukasi Pembelajaran Membaca Berbasis Android,” Simtek J. Sist. Inf. dan Tek. Komput., vol. 1, no. 1, pp. 1–8, 2016, doi: 10.51876/simtek.v1i1.1.
A. Ernawati and A. Saifudin, “Perancangan Aplikasi Pembelajaran Bahasa arab Berbasis Android,” J. Inform. Univ. Pamulang, vol. 3, no. 4, p. 249, 2018, doi: 10.32493/informatika.v3i4.2281.
A. Ni Made, “Analisa dan Perancangan Aplikasi Pembelajaran Bahasa Inggris Dasar Berbasis Android,” J. IKRAITH-INFORMATIKA, vol. 1, no. 3, pp. 107–115, 2020.
N. Aprilia and R. Rosnelly, “Aplikasi Media Pembelajaran Pengenalan Angka Dan Huruf Untuk Anak Usia Dini Menggunakan Augmented Reality Berbasis Android,” J. FTIK, vol. 1, no. 1, pp. 967–980, 2020.
A. Ismail, “Perancangan Aplikasi Multimedia Dongeng Nusantara Berbasis Android,” Ilk. J. Ilm., vol. 10, no. 1, pp. 65–72, 2018, doi: 10.33096/ilkom.v10i1.244.65-72.
C. Ariesta Letsoin, “Rancang Bangun Aplikasi Iqro’ Berbasis Android,” vol. 3, no. 1, pp. 1–55, 2019.
T. W. Candra Agustina, “Aplikasi Game Pendidikan Berbasis Android Untuk Memperkenalkan Pakaian Adat Indonesia,” J. Chinese Inst. Food Sci. Technol., vol. 15, no. 5, pp. 33–39, 2015, doi: 10.16429/j.1009-7848.2015.05.005.
A. H. Faisal, Nf. Zuriyati, and E. Leiliyanti, “MEDIA PEMBELAJARAN MENULIS PUISI BERBASIS APLIKASI ANDROID UNTUK SISWA SMA,” Kwangsan J. Teknol. Pendidik., vol. 8, no. 1, p. 1, 2020, doi: 10.31800/jtp.kw.v8n1.p1--17.
Y. Yulia, N. M. B. Purba, and J. Nasir, “Aplikasi Game Edukasi Matematika Berbasis Android,” Indones. J. Comput. Sci., vol. 8, no. 2, pp. 101–112, 2019, doi: 10.33022/ijcs.v8i2.196.
B. N. Pelealu, T. Afirianto, and W. S. Wardhono, “Pengembangan Game Edukasi Mobile Augmented Reality untuk Membantu Pembelajaran Anak dalam Membaca, Menulis, dan Berhitung,” J. Pengemb. Teknol. Inf. dan Ilmu Komput., vol. 3, no. 2, pp. 1492–1499, 2019, [Online]. Available: http://j-ptiik.ub.ac.id.
D. Savitri and A. Karim, “PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID DI KELAS 4 SEKOLAH DASAR,” Agustus, vol. 1, no. 2, p. 2020, 2020, [Online]. Available: http://lebesgue.lppmbinabangsa.id/index.php/home.
M. Jayanti and Y. Wiratomo, “Perancangan Media Siap UN Matematika SMP Berbasis Android,” SAP (Susunan Artik. Pendidikan), vol. 2, no. 1, pp. 22–32, 2017, doi: 10.30998/sap.v2i1.1722.
R. Sa’adah, Winanda, M. Rezki, M. Faisal, and B. Lailiah, “Perancangan Game Edukasi Matematika Bangun Ruang Untuk Siswa SMP Berbasis Android,” IJCIT (Indonesian J. Comput. Inf. Technol., vol. 7, no. 1, 2022.
Y. B. W. Sondang Sibuea, Mohammad Ikhsan Saputro, Agie Annan, “Aplikasi Mobile Collection Berbasis Android Pada Pt . Suzuki Finance Indonesia,” J. JITEK Vol 2 No. 1, vol. 2, no. 1, pp. 31–42, 2022.
M. R Yasmin, “APLIKASI INFORMASI TRANSPORTASI ANGKUTAN UMUM ANTAR KOTA PADA TERMINAL AMPLAS SUMATRA UTARA,” J. SITECH, vol. 1, pp. 1–6, 2018.
D. Polanda, R. Watrianthos, and I. Purnama, “Perancangan Kuis Berbasis Android Sebagai Media Pembelajaran Di Smk Swasta Al-Azis,” J. Inform., vol. 5, no. 2, pp. 21–26, 2019, doi: 10.36987/informatika.v5i2.726.
Y. Yulia and V. Karnadi, “Aplikasi Edukasi Kuis Matematika Untuk Tingkat Sekolah Menengah Pertama Berbasis Android,” J. Appl. Informatics Comput., vol. 4, no. 1, pp. 33–37, 2020, doi: 10.30871/jaic.v4i1.1647.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Prosiding Seminar Nasional Teknoka
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.