Android-Based Learning Media Animation for Recognizing Letters and Numbers (Case Study: SDN 175740 Aeksiansimun)
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Keywords:
Letters, Numbers, Animation, Learning Media
Abstract
Currently, the development of information technology makes it easier for teachers and students to access and use learning resources for mastering learning materials or materials. In applying interactive learning media by utilizing audio or voice-based application technology, it is an application that is very useful for reducing boredom, and boredom in terms of learning. The use of this technology application can be done at the elementary school SDN 175740 Aeksiansimun, the ability of students to recognize letters and numbers is still meager, some students don't even understand it at all, tend to get bored and don't pay attention to the explanations of the teaching staff resulting in a decrease in the learning abilities of the school's students. In this study, the learning media that will be produced is an android - based multimedia learning to recognize letters and numbers. The development of the learning system uses the RAD (Rapid Application Development) method in creating an animation system that emphasizes, short and fast development cycles. the results show a good influence on student learning and increase student learning interest.
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References
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[4] Putra, G.L.A.K. (2019) ‘Pemanfaatan Animasi Promosi Dalam Media Youtube’, Prosiding Seminar Nasional Desain dan Arsitektur (SENADA), 2, pp. 259–265. Available at: https://cashbac.com.
[5] Zebua, T., Nadeak, B. and Sinaga, S.B. (2020) ‘Pengenalan Dasar Aplikasi Blender 3D dalam Pembuatan Animasi 3D’, Jurnal ABDIMAS Budi Darma, 1(1), pp. 18–21.
[6] Theresia Wihelmina Mado, Yohanes Jibrail Mado, G. (2021) ‘APLIKASI MULTIMEDIA PEMBALAJARAN HURUF DAN ANGKA UNTUK ANAK - ANAK’.
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[8] Rati, R.A. (2022) ‘Perancangan Aplikasi Mobile Menggunakan Android Studio dan Demo Perancangan Aplikasi Mobile Menggunakan Android Studio dan Demo Aplikasi CRUD Biodata’, (May).
[9] Amandus Hutasoit, S. (2021) ‘PenPembelajaran Teacher Centered Learning ( Tcl) Dan Project Based Learning ( Pbl ) Dalam Pengembangan Kinerja Ilmiah Dan Peninjauan Karakter Siswa’, Jurnal Pendidikan Indonesia ( Japendi) Indonesia ( Japendi ), 2(10), pp. 1775–1799.
[10] Aprilia, N. et al. (2020) ‘APLIKASI MEDIA PEMBELAJARAN PENGENALAN ANGKA DAN HURUF UNTUK ANAK USIA DINI MENGGUNAKAN AUGMENTED REALITY BERBASIS’, pp. 967–980.
[11] Aurora, A. and Effendi, H. (2019) ‘JTEV (JURNAL TEKNIK ELEKTRO DAN VOKASIONAL) Pengaruh Penggunaan Media Pembelajaran E-learning terhadap Motivasi Belajar Mahasiswa di Universitas Negeri Padang’, Universitas Negeri Padang. JTEV, 5(2), pp. 11–16. Available at: http://ejournal.unp.ac.id/index.php/jtev/index.
[12] Gunawan, V.A. et al. (2021) ‘Desain Fitur Aplikasi E-Learning Penunjang’, 7(3). Hardika, R.T. (2021) ‘Pengembangan Learning Management System (Lms) Dalam Implementasi Media Pembelajaran Di Perguruan Tinggi’, Perspektif, 1(2), pp. 143–150. doi:10.53947/perspekt.v1i2.14.
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[17] Melya Nur Yati, N.R. (2018) ‘Aplikasi Belajar Mengaji Berbasis Android’, Jurnal Manajemen Informatika, 8(2), pp. 89–97.
[18] Panggabean, T.E. (2021) ‘Model Intelligence Computer Assisted Instruction PjBL berorientasi High Order Thinking Skill.’, (1996), p. 6.
Published
2023-07-12
How to Cite
[1]
A. Tarigan, Tongam E Panggabean, and Allwine, “Android-Based Learning Media Animation for Recognizing Letters and Numbers (Case Study: SDN 175740 Aeksiansimun)”, antivirus, vol. 17, no. 1, pp. 68 - 77, Jul. 2023.
Section
Articles
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