PERANCANGAN APLIKASI GAME EDUKASI PEMBELAJARAN ANAK USIA DINI MENGGUNAKAN LINEAR CONGRUENT METHOD (LCM) BERBASIS ANDROID

Authors

  • Dora Irsa Indo Global Mandiri University
  • Rita Wirya Saputra Universitas Indo Global Mandiri
  • Sri Primaini Akademi Manajemen dan Informatika & Komputer SIGMA

DOI:

https://doi.org/10.36982/jiig.v6i1.4

Abstract

Early childhood learning is an approach to development that is intended for children from birth until the age of eight years is done through the provision of educational stimulus to assist the growth and development of the physical and spiritual so that children have the readiness to enter further education. To assist the growth and development of children then built an educational game. Educational game is a game that apply learning and educational material inserts into the game. Educational game that will be developed is a game (game) to train children early age especially those aged three to eight years to be able to read, write and count properly. This educational game called calistung game. Educational game calistung applied into the android operating system. And for the determination of the matter calistung presentation using a linear congruent method (LCM). Linear congruent method (LCM) is one method of random number generator. Where the determination of the constants LCM (a, c and m) will determine whether or not the random number obtained in the sense of obtaining random numbers as if nothing happened looping.

Author Biographies

Dora Irsa, Indo Global Mandiri University

Information System Faculty

Rita Wirya Saputra, Universitas Indo Global Mandiri

Informatika

Sri Primaini, Akademi Manajemen dan Informatika & Komputer SIGMA

Teknik Komputer

References

K.Y. Wirahayu, A.A.I.N. Marhaini, Made .I. Candiasa, “Implementasi Pembelajaran Tematik Berbantuan Media Audio Visual Terhadap Peningkatan Kemampuan Calistung Siswa Kelas 1 SD Negeri 7 SESETANâ€, E-journal Program Pascasarjana Universitas Pendidikan Ganesha Program Studi Pendidikan Dasar, Vol 4, No 1, 2014

W. B. Elly. 1992. “How in the World Do Students Read, IEA Study of Reading Literacyâ€. Hamburg: The International Association for the Evaluation of Education Achivement.

Iskandarsyah, Yoda. 2012.“Pembangunan Game edukasi IPA untuk kelas 4â€. Universitas Komputer Indonesia : Bandung.

Kurniawati, S., Calvin, dan Yustina, M, 2012. Pengembangan Aplikasi Pembelajaran Bahasa Inggris Secara Self-Learning Pada Sistem Operasi Android, Skripsi_S1, UNIKOM, Bandung.

Shalahuddin.M, dan Rosa A.S. 2010.â€Rekayasa Perangkat Luna:Terstruktur dan Berorientasi Objekâ€. Bandung.Informatika.

Adams, Ernest., & Andrew Rollings. 2007.â€Fundamentals of Game Designâ€. Pearson Education, Inc. New Jersey.

Hurd, Daniel dan Jenuings, Erin. 2009. “Standardized Educational Games Ratings: Suggested Criteria “. Karya Tulis Ilmiah.

Hasibuan, Darma P. 2013. “Perancangan Simulasi Pengacakan Soal Tryout untuk Membentuk Paket Soal Ujian Nasional Menggunakan Linear Congruent Method (LCM)â€. Pelita Informatika Budi Darma, Volume : IV, Nomor: 1.Hal 119-121. .

Sekarsari, Dian. 2014.†Implementasi Metode LCM (Linear Congruent Method) pada Permainan Ludoâ€. Pelita Informatika Budi Darma Volume 6 Nomor 1.Hal134-138.

Meier, Reto.2010. â€Professional AndroidTM 2 Application Developmentâ€. Wiley Publishing, Inc.

Downloads

Published

2016-06-21

How to Cite

Irsa, D., Saputra, R. W., & Primaini, S. (2016). PERANCANGAN APLIKASI GAME EDUKASI PEMBELAJARAN ANAK USIA DINI MENGGUNAKAN LINEAR CONGRUENT METHOD (LCM) BERBASIS ANDROID. Jurnal Ilmiah Informatika Global, 6(2). https://doi.org/10.36982/jiig.v6i1.4

Issue

Section

Articles