Animasi Interaktif Pembelajaran Huruf dan Angka Menggunakan Model ADDIE

Authors

DOI:

https://doi.org/10.29407/intensif.v3i2.12666

Keywords:

Interactive Animation, ADDIE, Learning Letters and Numbers

Abstract


The use of technology in learning media is very necessary for all educational institutions. Creating a pleasant learning atmosphere through multimedia means in the form of interactive animations. It was felt effective to increase children's learning interest in recognizing letters and numbers at TK RA Nurul Iman Jakarta. Use the type of research and development with the ADDIE model. Calculation of the app's feasibility to produce interactive animations that fit your needs. The purpose of making this learning media helps students to be able to more easily understand and understand and not feel bored in learning to start from letters and numbers and how to pronounce them. After the learning process, students will work on the quiz and there will also be games to make the child's thinking speed better. In addition, this application can help teachers in the teaching and learning process that is considered very boring, with an average value of 82.6% showing this interactive animation application is very fun for the media to learn the introduction of numbers and letters.

Downloads

Download data is not yet available.

References

<p align="justify"> T. M. Sri Ariyati, “Perancangan animasi interaktif pembelajaran asmaul husna,” J. Tek. Komput. AMIK BSI, vol. II, no. 1, pp. 116–121, 2016. http://ejournal.bsi.ac.id/ejurnal/index.php/jtk/article/viewFile/369/278
<br> J. Karaman, A. Setyanto, and A. F. Sofyan, “Analisis Aplikasi Marbel Huruf Versi Mobile Terhadap Pembelajaran Membaca di Desa Semanding Ponorogo,” INTENSIF, vol. 2, no. 2, p. 98, May 2018. doi:10.29407/intensif.v2i2.11878
<br> S. Andriyanto, M. Suyanto, and S. Sukoco, “Implementasi Metode Reynolds menggunakan Simulasi Kerumunan Bebek,” INTENSIF, vol. 1, no. 2, p. 75, Aug. 2017. doi:10.29407/intensif.v1i2.788
<br> H. D. Andaru Mahardika, “ANIMASI INTERAKTIF PEMBELAJARAN PENGENALAN HEWAN DAN ALAT TRANSPORTASI UNTUK SISWA TAMAN KANAK - KANAK,” Pilar Nusa Mandiri, vol. 10, no. 1, pp. 100–110, 2014. http://pilar.nusamandiri.ac.id/index.php/pilar/article/view/73/69
<br> C. Budi Susila and E. I. Ganis, “Media Pembelajaran Interaktif Pengenalan Huruf Hijaiyah Pada Taman Kanak-Kanak ( Tk ),” Seruni FTI UNSA, vol. 1, pp. 1–5, 2012. http://portal.ejurnal.net/index.php/seruni/article/view/1033
<br> A. Christian, F. Ariani, and K. Rizal, “Animasi Interaktif Peningkatan Kemampuan Mengenal Huruf Untuk Anak Usia Dini,” Simp. Nas. Ilmu Pengetah. dan Teknol., pp. 179–183, 2014. http://seminar.bsi.ac.id/simnasiptek/index.php/simnasiptek-2014/article/view/26/26
<br> E. Purwaningsih, “Mengenal Warna, Angka, Huruf Dan Bentuk Pada Anak Usia Dini Melalui Animasi Interaktif,” J. Ilmu Pengetah. dan Teknol. Komput., vol. Vol.3 No.2, no. Februari, pp. 203–210, 2018.
http://ejournal.nusamandiri.ac.id/ejurnal/index.php/jitk/article/view/611/405
<br> H. Darmawan and V. Sofica, “Animasi Interaktif Pengenalan Lambang Negara Indonesia Garuda Pancasila,” vol. 1, no. 2, pp. 135–144, 2017. http://www.ejournal-binainsani.ac.id/index.php/IMBI/article/view/406/409
<br> S. A. F. E. S. Althafani, “PERANCANGAN ANIMASI INTERAKTIF PENGENALAN BAHASA SUNDA UNTUK ANAK – ANAK METODE ADDIE,” J. ILMU Pengetah. DAN Teknol. Komput., vol. 3, no. 2, pp. 195–202, 2018. http://ejournal.nusamandiri.ac.id/ejurnal/index.php/jitk/article/view/644/404
<br> Jenie Sundari, “Melestarikan Aksara Sunda Dengan Aplikasi Multimedia,” J. Evolusi, vol. 4, no. 2, pp. 28–32, 2016.
http://ejournal.bsi.ac.id/ejurnal/index.php/evolusi/article/view/698/573
<br> S. Nurajizah, “Media Edukasi Interaktif sebagai Sarana Pembelajaran Bahasa Inggris untuk Siswa Sekolah Dasar pada MI Al-Khairiyah Bekasi,” vol. III, no. 2, pp. 83–89, 2017. http://ejournal.bsi.ac.id/ejurnal/index.php/jtk/article/view/1961/1515
<br> Kusnadi dkk, “Pembelajaran Bahasa Inggris Berbasis Multimedia ( Studi Kasus : Paud Al-Hasanah Cilimbung Tasikmalaya ),” vol. 4, no. 1, pp. 1–7, 2018. http://ejournal.bsi.ac.id/ejurnal/index.php/jtk/article/view/2401/1898
<br> D. Setiawan, I. Arifin, and R. Ardianto, “Implementasi Pengembangan Sistem Media Pembelajaran Pengenalan Komputer,” INTENSIF, vol. 2, no. 2, p. 127, May 2018.
<br> M. Molenda, “In Search of the Elusive ADDIE Model. Indiana University,” nline]., 2003.

Downloads

PlumX Metrics

Published

2019-05-02

How to Cite

[1]
S. Bakhri, “Animasi Interaktif Pembelajaran Huruf dan Angka Menggunakan Model ADDIE”, INTENSIF: J. Ilm. Penelit. dan Penerap. Tek. Sist. Inf., vol. 3, no. 2, pp. 130–144, May 2019.