Perancangan Aplikasi Edukasi Pembelajaran Alfabet dan Angka Berbasis Android dengan Metode Linear Congruential Generator (LCG)


Authors

  • Agus Maringan Siahaan STMIK Time, Medan, Indonesia
  • Jackri Hendrik STMIK Time, Medan, Indonesia

DOI:

https://doi.org/10.47065/bulletincsr.v3i1.223

Keywords:

Smartphone; Educational Media; Linear Congrent Generator Method; Alphabet; Numbers; Children

Abstract

Smartphones quickly provide changes and have a major impact on the current human lifestyle, one of which is the use of Android smartphones. This development is also accompanied by the increasing need for people during this pandemic for technology and information due to limiting mobility outside the home. Early childhood between the ages of 3-6 years is in the Golden Period of their brain development. At this age, they are at a time of the most rapid growth and development both physically and mentally. That's why it really needs lessons on how to spell the alphabet and also numbers because these two things are the most basic things for children's learning growth. The learning media commonly used by parents for their children are printed media or paper in the form of pictures, graphics, or books. The result of this research is a learning educational application with the Linear Congrent Generator method to randomize letters and numbers with predetermined objects and match them back with other objects. This application is for children who learn the alphabet and numbers, and facilitate learning in early childhood, especially for letter recognition, it is necessary an application that is able to attract children's attention and make learning easier. Of course, this application can be accessed only with smartphones. In addition, this application also provides quizzes so that children can learn while playing and of course it can attract their interest to learn and not get bored quickly.

Downloads

Download data is not yet available.

References

I. S. Sakkinah, M. Mushawwir, N. E. Wardani dan D. D. Prasetya, “ADVENTURE ALPHABET GAME : GAME PENGENALAN HURUF,” Prosiding SENTIA, vol. 08, pp. A164-A167, 2016.

D. L. Fithri and D. A. Setiawan, "ANALISA DAN PERANCANGAN GAME EDUKASI SEBAGAI MOTIVASI BELAJAR UNTUK ANAK USIA DINI," SIMETRIS, vol. 08, pp. 225-230, 2017.

T. H. I. Alam, R. Soekarta dan Mulyaddin, “Rancang Bangun Game Edukasi Pembelajaran Untuk Anak Usia Dini ( 2 – 6 Tahun ) Berbasis Android,” INSECT, vol. 05, p. 35, 2020.

R. S. A. Zarkasi, D. S. Hormansyah dan D. W. Wibowo, “Implementasi Motode Fuzzy Mamdani Dan Linear Congruental Generator (LGC) Pada Game Hidden Object,” Informatika Polinema, vol. 04, pp. 23- 30, 2020.

D. W. Putra, A. P. Nugroho dan E. W. Puspitarini, “GAME EDUKASI ANDROID SEBAGAI MEDIA PEMBELAJARAN UNTUK ANAK USIA DINI,” Merdeka Pasuruan, vol. 1, pp. 46-56, 2016.

K. A. Stroud, The program and the questions Mathematics To techniques, Jakarta: Erlangga, 1996.

D. A. Nugroho, Harmastut dan Uminingsih, “MEMBANGUN GAME EDUKASI “MATHEMATIC MAZE” BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG PADA ANAK SEKOLAH DASAR,” Jurnal Statistika Industri dan Komputasi, vol. 2, no. 1, pp. 67-77, 2017.

S. R. Damanik dan Nopriadi, “GAME EDUKASI POLA HIDUP SEHAT BERBASIS ANDROID DALAM MENCEGAH PENYEBARAN COVID-19,” JURNAL COMASIE, vol. 5, no. 6, pp. 36-42, 2021.

Dora et.al, “Perancangan Aplikasi Game Edukasi Pembelajaran Anak Usia Dini Menggunakan Linear Congruent Method ( Lcm ) Berbasis Android,” J. Inform. Glob., vol. 6, no. 1, pp. 7–14, 2015.

S. Edriati, L. Husnita, E. Amri, A. A. Samudra, and N. Kamil, “Penggunaan Mit App Inventor untuk Merancang Aplikasi Pembelajaran Berbasis Android,” E-Dimas J. Pengabdi. Kpd. Masy., vol. 12, no. 4, pp. 652–657, 2021, doi: 10.26877/e-dimas.v12i4.6648.

F. Tahel, “Perancangan aplikasi media pembelajaran pengenalan pahlawan nasional untuk meningkatkan rasa nasionalis berbasis android,” Teknomatika, vol. 09, no. 02, pp. 113–120, 2019, [Online]. Available: http://ojs.palcomtech.com/index.php/teknomatika/article/view/467.

W. Eka Jayanti, M. Eva, and N. Fahriza, “Game Edukasi ‘Kids Learning’ Sebagai Media Pembelajaran Dasar Untuk Anak Usia Dini Berbasis Android,” KOPERTIP J. Ilm. Manaj. Inform. dan Komput., vol. 2, no. 2, pp. 98–104, 2018, doi: 10.32485/kopertip.v2i2.56.

F. Firdaus, S. Suherman, and F. Fadlullah, “Pengembangan Aplikasi Pembelajaran Berbasis Android dalam Pembelajaran Kontekstual Materi Kegiatan Ekonomi di Sekolah Dasar,” Edukatif J. Ilmu Pendidik., vol. 4, no. 4, pp. 5176–5185, 2022, doi: 10.31004/edukatif.v4i4.3160.


Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Perancangan Aplikasi Edukasi Pembelajaran Alfabet dan Angka Berbasis Android dengan Metode Linear Congruential Generator (LCG)

Dimensions Badge

ARTICLE HISTORY

Published: 2022-12-31

Abstract View: 287 times
PDF Download: 248 times

How to Cite

Agus Maringan Siahaan, & Jackri Hendrik. (2022). Perancangan Aplikasi Edukasi Pembelajaran Alfabet dan Angka Berbasis Android dengan Metode Linear Congruential Generator (LCG). Bulletin of Computer Science Research, 3(1), 170-176. https://doi.org/10.47065/bulletincsr.v3i1.223

Issue

Section

Articles