Implikasi Game Edukasi 2D dan 3D : Mengenal Huruf dan Angka Terhadap Anak

Dania Eridani, Paulus Insap Santosa, Ridi Ferdiana

Abstract


Abstract— This paper contains the results of the development
and implementation of educational games in 3D , as opposed to
methods of learning using educational games 2D and
conventional learning methods . The purpose of the application
to determine the effectiveness of the use of each learning method
and whether or not the development of educational game in 3D
as a learning tool . Evaluation of the 91 respondents
kindergarten class B of 4 kindergarten in Semarang , 28
respondents in the conventional learning , learning by 32
respondents on educational games 2D , and 31 respondents in the
study with 3D educational game . Analysis of the results of the
evaluation using the Kruskal - Wallis test . Evaluation material
consists of 20 instructional materials related to letters and
numbers and associated material response 5 user 3D educational
game that will be used . The results of the Kruskal - Wallis
analysis showed a difference in learning outcomes and figures
hurud using educational games in 3D , 2D and educational game
conventional learning . Response 31 users when playing 3D
games are 87 % of respondents felt interested in playing games ,
81 % of respondents are consistent in playing the game , 100 %
of respondents felt the background music and animations used in
the game interesting , and 97 % of respondents smoothly when
using it with a computer game .

Intisari— Makalah ini berisi tentang hasil pengembangan dan
penerapan game edukasi dalam bentuk 3D, dibandingkan
dengan metode pembelajaran menggunakan game edukasi 2D
dan metode pembelajaran konvensional. Tujuan dari penerapan
tersebut untuk mengetahui keefektifitasan penggunaan masingmasing
metode pembelajaran dan perlu atau tidaknya
pengembangan game edukasi dalam bentuk 3D sebagai sarana
pembelajaran. Evaluasi dilakukan terhadap 91 responden kelas
TK B dari 4 TK di Semarang, 28 responden pada pembelajaran
konvensional, 32 responden pada pembelajaran dengan game
edukasi 2D, dan 31 responden pada pembelajaran dengan game
edukasi 3D. Analisis hasil evaluasi menggunakan uji Kruskal-
Wallis. Materi evaluasi terdiri dari 20 materi terkait
pembelajaran huruf dan angka dan 5 materi terkait respon
pengguna akan game edukasi 3D yang digunakan. Hasil analisis
dengan Kruskal-Wallis menunjukkan adanya perbedaan hasil
pembelajaran huruf dan angka menggunakan game edukasi
dalam bentuk 3D, game edukasi 2D dan pembelajaran
konvensional. Respon 31 pengguna saat bermain game 3D ini
adalah 87% responden merasa tertarik memainkan game, 81%
responden konsisten dalam bermain game, 100% responden
merasa latar musik dan animasi yang digunakan dalam game
menarik, dan 97% responden lancar saat menggunakan game ini
dengan komputer.

Kata Kunci— Metode pembelajaran, Pengenalan Huruf dan
Angka, Game Edukasi 3D, Uji Kruskal-Wallis.


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DOI: http://dx.doi.org/10.22146/jnteti.v3i1.34

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