THE PETS:Game Introduction of Pets in Two Languages

Wahyu Febriyanto, Brenda Chandrawati, Erdhi Widyarto

Abstract


Introducing environment is important for children. Included in this environment is the life of living beings such as humans, animals, and plants. The role of parents is needed in introducing the living creatures. One of the living creatures that endeared children are animals, especially the pets. Therefore made educational game The Pets. With the game "The Pets" is expected to help parents to teach the children in learning about pets based on place of living and food. In this paper describes how to design and create introducing pet game based on the type of food and its habitat in two different languages . "The Pets" has the Android platform with a minimum API Level 14 is created using the game engine Construct 2. Using two dimensional model and image with interesting coloring for children, and using the application CorelDraw X4. From results of the survey, "The Pets" can provide new knowledge and can assist children in learning about pets based on place of living and food. Children who previously could not mention animals vocabulary in English, after playing "The Pets" can name them into English.

Keywords


Game, Education, The Pets, Pets, Interactive Learning

Full Text:

PDF

References


Slamet, Belajar dan Faktor-Faktor yang Mempengaruhi. Rineka Cipta, Surabaya, 1991.

K. Hernawati, Pengenalan teknologi sejak dini dengan belajar sambil bermain melalui Smartphone, in Seminar Nasional Matematika dan Pendidikan Matematika FMIPA UNY, 2012, no. T-20, pp. 978979.

J. Freeman and U. Munandar, Cerdas dan Cemerlang. PT. Gramedia Pustaka Utama, Jakarta, 2001.

J. M. Mintorogo, A. Adib, and A. W. Suhartono, Perancangan Media Interaktif Pengenalan Alphabet Berbasis Alat Permainan Edukatif Untuk Anak Usia 2-4 Tahun, J. DKV Adiwarna, vol. 1, no. 4, p. 13, 2014.

A. Budiningsih, Belajar dan pembelajaran. Rineka Cipta, Jakarta, 2005.

A. Ismail, Education games menjadi cerdas dan ceria dengan permainan edukatif. Pilar Media, Yogyakarta, pp. 155156, 2006.

M. S. Tedjasaputra, Bermain, mainan dan permainan. Grasindo, Jakarta, 2001.

S. Henry, Cerdas Dengan Game. PT Gramedia Pustaka Utama, Jakarta, 2010.

E. G. Hainstock and B. Lumley, Metode Pengajaran Montessori Untuk Anak Pra-Sekolah. Pustaka Delapratasa, Jakarta, 1999.

M. Ninawati, Kajian Dampak Bilingual Terhadap Perkembangan Kognitif Anak Sekolah Dasar, Majalah Ilmiah Widya, Jakarta, pp. 2324, Oct-2012.

P. G. Dewi Fatma, Pengembangan Game Edukasi, Yogyakarta, 2012.

M. Bamboo, Belajar Mengenal Binatang. [Online]. Available: https://play.google.com/store/apps/details?id=net.bamboomedia.mengenalbinatang. [Accessed: 03-Jun-2016].

A. Babastudio, 10 Game Engine Terbaik Saat Ini, 2014. [Online]. Available: http://www.babastudio.com/blog/10-game-engine-terbaik-saat-ini. [Accessed: 14-Jul-2016].

V. W. Febriani and N. A. Wijaya, High School Technopreneurship Program to Increase the Educational Games for Students, Int. J. Comput. Internet Manag., vol. 1, no. SP1, p. 25.1, 2014.




DOI: https://doi.org/10.24167/sisforma.v3i2.604

Refbacks

  • There are currently no refbacks.




SISFORMA: Journal of Information Systems | p-ISSN: 2355-8253 | e-ISSN: 2442-7888 | View My Stats

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.