Hasil Pengujian Aplikasi Permainan Pada Anak Usia 7-11 Tahun Untuk Meningkatkan Konsentrasi
DOI:
https://doi.org/10.21067/smartics.v7i1.4782Kata Kunci:
Aplikasi, Anak, Game, Konsentrasi, MeningkatkanAbstrak
Research on the results of testing game applications in children aged 7-11 years aims to determine how to improve concentration skills. By using a children's concentration-enhancing game application, data will be collected using the results of the points obtained from each child who plays the game. These points are used as statistical calculations. These statistics are used to determine the comparison of the level of concentration in each game that has been carried out as an independent evaluation for children.
Referensi
H. Jusuf, “Penggunaan Gamifikasi dalam Proses Pembelajaran,†J. TICOM, vol. 5, no. 1, pp. 1–6, 2016.
P. S. A. Pasifik, “Apa itu Scrum,†2018. [Online]. Available: http://www.scrum.co.id/what-is-scrum.
Andrzej, M. 2013. A Simple Gamification Framework. Diunduh di http://marczewski.me.uk/gamification-framework tanggal 17 November 2019
Bunchball. 2010. Gamification 101: An Introduction to Game Dynamics. Des Moines: Bunchball.
Koster, Raph. 2004. A Theory of Fun for Game Design. Diunduh di http://RaphKoster.com tanggal 25 November 2019
Nurvitasari, M. D. 2016. Penerapan aspek perkembangan anak usia dini dalam media macca (Balok susun interaktif). Skripsi. Yogyakarta: Fakultas Ilmu Pendidikan Universitas Negeri Yogyakarta
Octaviana, F. A., Pertiwi, T. J., Purnama, G. L., Hapsery, Y., & Yoshinta, A. 2014. Faktor pengaruh gadget terhadap kecerdasan motorik siswa SD melalui regresi logistik ordinal. Jurnal Ilmiah. Surabaya: Jurusan Statistika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Institut Teknologi Sepuluh Nopember Surabaya
Suziedelyte, A. 2012. Can video games affect children ’ s cognitive and noncognitive skills ? Karya Ilmiah. Sydney: School of Economics, University of New South Wales
Warisyah, Y. 2015. Pentingnya “pendampingan dialogis†orang tua dalam penggunaan gadget pada anak usia dini. Prosiding Seminar Nasional Pendidikan “Inovasi Pembelajaran Untuk Pendidikan Berkemajuan. Ponorogo 7 November 2017
Yudiasmini, N. komang evi, Agung, A. . G., & Ujianti, P. rahayu. 2014. Penerapan model pembelajaran kooperatif tipe teams games tournament (TGT) berbantuan media puzzle dalam meningkatkan perkembangan kognitif. Bali: E-Journal PG-PAUD Universitas Pendidikan Ganesha Jurusan PENDIDIKAN ANAK USIA DINI.
Zichermann, G. & Cunningham, C. 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O’Reilly Media
Suryana. 2010. Metodologi Penelitian Model Praktis Penelitian Kuantitatif dan Kualitatif. Bandung: Universitas Pendidikan Indonesia
Muhadjir Noeng. 1998. Metodologi Penelitian Kualitatif. Yogyakarta: Rake Sarasin.
Creswell, J. W. 2014. Research Design: Qualitative, Quantitative and Mixed Methods Approaches, 4 Edition. London: Sage
Bell, K. (2018). Game On! Gamification, Gameful Design, and the Rise of the Gamer Educator. Baltimore: Johns Hopkins University Press.
Unduhan
Diterbitkan
Cara Mengutip
Terbitan
Bagian
Lisensi
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.