DESIGNING GAME APPLICATIONS OR EDUCATIVE TEACHING GAMES BASED ON INTERACTIVE MULTIMEDIA

Dita Novita Sari, Erliza Septia Nagara, Khabibbur Rahman

Abstract


 

With the birth of technological developments, learning in schools or lectures inevitably applies computer-based learning systems, the presence of teaching process technology with the application of educational games for reciting the Koran can be an alternative learning when students are bored or feel tired during learning. Reciting the Koran refers to the activity of reading the Koran, which is a skill that every Muslim should have and needs to be instilled in children from an early age, starting before they enter school. This is an important part of forming their character. However, at an early age, children still tend to prefer playing, and limited methods of teaching the Koran may not be interesting enough for them. Therefore, an interactive learning method is needed using audiovisual aids, such as educational games. This approach not only makes learning more interesting, but also more interactive. This application can increase children's understanding and knowledge about the Islamic religion, especially in terms of reciting the Koran. By applying the concept of learning while playing, children become more comfortable, interested and happy in understanding and practicing the teachings of the Islamic religion.


Full Text:

PDF

References


H. Haryanto and B. Friana, “Aplikasi permainan edukatif mengaji berbasis multimedia interaktif,” Jutis (Jurnal Teknik Informatika), vol. 6, no. 1, pp. 8–16, 2018.

B. D. Prayoga, S. Ipnuwati, and S. S. Mandala, “Aplikasi Penyimpanan Data Barang Pada Toko Irawan Berbasis Android Menggunakan Barcode Scanner,” JMBI (Journal of Marketing and Business Intelligence), vol. 1, no. 1, pp. 19–26, 2023.

W. Benaziza, N. Slimane, and A. Mallem, “PD Terminal Sliding Mode Control Using Fuzzy Genetic Algorithm for Mobile Robot in Presence of Disturbances,” Journal of Automation, Mobile Robotics & Intelligent Systems, vol. 2, no. 17, pp. 1–23, 2018, doi: 10.14313/JAMRIS.

R. Adawiyah and F. Adhitya, “Restructuring MSME Businesses Through the Use of Digital Marketing as a Reflection on the Economic Impact of the Covid-19 Pandemic,” Journal of Digital Marketing and Halal Industry, vol. 4810, pp. 133–148, 2021.

B. Bacic, Q. Meng, and K. Y. Chan, “Privacy Preservation for eSports: A Case Study Towards Augmented Video Golf Coaching System,” in 2017 10th International Conference on Developments in eSystems Engineering (DeSE), Paris: IEEE, Jun. 2017, pp. 169–174. doi: 10.1109/DeSE.2017.34.

R. H. Jennings, “Application Of Dependence Graphs And Game Trees For Decision Decomposition For Machine Systems,” Journal of Automation, Mobile Robotics & Intelligent Systems, vol. 5, no. 1, 2017.

V. A. C. C. Almeida, R. De Andrade L. Rabelo, J. R. M. Viana, and L. F. Maia, “A model based on fuzzy control systems to support the development of pervasive mobile games,” in 2017 IEEE International Conference on Systems, Man, and Cybernetics (SMC), Banff, AB: IEEE, Oct. 2017, pp. 635–640. doi: 10.1109/SMC.2017.8122678.

K. Shewale and S. D. Babar, “An Efficient Profile Matching Protocol Using Privacy Preserving in Mobile Social Network,” Procedia Computer Science, vol. 79, pp. 922–931, 2016, doi: 10.1016/j.procs.2016.03.115.

C.-Y. Wang and A.-F. Lai, “Development of a Mobile Rhythm Learning System Based on Digital Game-Based Learning Companion,” in Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, vol. 6872, M. Chang, W.-Y. Hwang, M.-P. Chen, and W. Müller, Eds., in Lecture Notes in Computer Science, vol. 6872. , Berlin, Heidelberg: Springer Berlin Heidelberg, 2011, pp. 92–100. doi: 10.1007/978-3-642-23456-9_17.

Y. P. Shi, “The Development of Tanks War Mobile Game based on Android System,” MATEC Web Conf., vol. 63, p. 01035, 2016, doi: 10.1051/matecconf/20166301035.

A. F. R. Umar and Y. T. Ningsih, “Perbedaan Kecanduan Game Online Ditinjau dari Big Five Personality pada Mahasiswa yang Bermain Game Online X di Kota Padang,” Jurnal Pendidikan Tambusai, vol. 4, no. 3, pp. 2462–2468, 2020.

S. L. Dewi, “Pengaruh Pembelajaran Berbasis Permainan pada Pendidikan dan Perkembangan Anak Usia Dini,” Aulad: Journal on Early Childhood, vol. 5, no. 2, pp. 313–319, 2022.

“Almeida et al. - 2017 - A model based on fuzzy control systems to support .pdf.”

A. Wahyu and R. Rukiyati, “Studi literatur: Permainan tradisional sebagai media alternatif stimulasi perkembangan anak usia dini,” Jurnal Pendidikan Anak, vol. 11, no. 2, pp. 109–120, 2022.

M. C. Paremeswara and T. Lestari, “The influence of online games on the emotional and social development of elementary school children,” Tambusai educational journal, vol. 5, no. 1, pp. 1473–1481, 2021.

L. N. Ikhwan, “Efektivitas Metode Permainan Edukatif Terhadap Hasil Belajar Matematika Kelas II SD Negeri Demakijo 1,” Basic Education, vol. 7, no. 10, pp. 984–994, 2018.

M. A. Smith et al., “Using Iterative Design and Testing Towards the Development of SRTS: A Mobile, Game-Based Stress Resilience Training System,” Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 57, no. 1, pp. 2076–2080, Sep. 2013, doi: 10.1177/1541931213571463.

Y. Efendi, “Rancangan aplikasi game edukasi berbasis mobile menggunakan app inventor,” Jurnal Intra-Tech, vol. 2, no. 1, pp. 39–48, 2018.

“Wang and Lai - 2011 - Development of a Mobile Rhythm Learning System Bas.pdf.”

R. S. Pressman, Software engineering: a practitioner’s approach, 5th ed. in McGraw-Hill series in computer science. Boston, Mass: McGraw Hill, 2000.

F. Ristanto, T. W. Astuti, D. Handoko, A. Syarifuddin, A. P. Nanda, and F. A. Phang, “Mobile Web Implementation As Media Information System In Margodadi Village,” AISJ, vol. 1, no. 2, Jan. 2023, doi: 10.24042/aisj.v1i2.15775.

Y. P. Shi and H. Wang, “The Development of Intelligent Mobile Phone Game Based on Android System,” AMM, vol. 346, pp. 65–68, Aug. 2013, doi: 10.4028/www.scientific.net/AMM.346.65.

M. F. Asrozy, I. H. Santi, and D. F. H. Permadi, “Pengkombinasian Metode Fifo Dan Metode Fefo Pada Sistem Aplikasi Pengeluaran Stok Barang,” JATI (Jurnal Mahasiswa Teknik Informatika), vol. 6, no. 1, pp. 59–66, 2022.

R. Iskandar, O. R. A. R. Anies, R. Iskandar, M. E.-K. Kesuma, and M. Konecki, “Analyzing Airline Services and Communication Systems by Designing Machine Learning Model to Predict Passenger Satisfaction,” IJECS, vol. 3, no. 2, p. 87, Dec. 2023, doi: 10.24042/ijecs.v3i2.19782.

N. Khesya, “Mengenal Flowchart dan Pseudocode Dalam Algoritma dan Pemrograman,” 2021.




DOI: http://dx.doi.org/10.24042/aisj.v3i1.23055

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Dita Novita Sari, Erliza Septia Nagara, Khabibbur Rahman

License URL: https://creativecommons.org/licenses/by-sa/4.0

Office and Secretariat:

The Office of AISJ, Faculty of Science and Technology's Building (2nd Floor)

Universitas Islam Negeri Raden Intan Lampung, Indonesia. Endro Suratmin Street, No.1 Sukarame Bandar Lampung. Postal Code: 35131
Email: aisj@radenintan.ac.id
e-Journal: http://ejournal.radenintan.ac.id/index.php/AISJ/index


Asia Information System Journal is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Published By Universitas Islam Negeri Raden Intan Lampung. e-ISSN 2963-8593

 

Journal Indexing:

ISSN | Google Scholar | Garuda | ROAD | PKP Index | BASE | ESJI | General Impact Factor | Moraref | One Search | Cite Factor | Crossref | WorldCat | Neliti  | SINTA | Dimensions | ICI Index Copernicus

 

 

Contact Admin :