Rancang Bangun Aplikasi Game Edukasi Huruf, Angka Dan Gambar Pada Sekolah Mutiara Bagi Bangsa

Educational game applications have very high potential to increase motivation in the learning process. Apart from increasing motivation, educational games also have advantages compared to e-learning methods, they are easier to understand and more interesting. The design of this game will prioritize the teaching and learning process using the concept of "playing while learning". For some children, "learning" feels very unpleasant and boring, so by making educational games as interesting as possible, children will not realize that what they are doing is learning and children will enjoy the learning process. The method used in designing educational games for the Android-based Letter, Number and Picture Educational Game Application is System Development Life Cycle (SDLC) Waterfall and Unified Modeling Method Language (UML), this game was created with Android Studio software. It is estimated that this educational game can increase children's interest in learning.

Authors

Institutions

Publication Details

Journal
Jurnal Global Ilmiah
Published
2025-07-19
DOI
https://doi.org/10.55324/jgi.v2i10.244
Primary Topic
Edcuational Technology Systems
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Rancang Bangun Aplikasi Game Edukasi Huruf, Angka Dan Gambar Pada Sekolah Mutiara Bagi Bangsa

Popong Setiawati, Pranata Yudistira Hermansyah
Jurnal Global Ilmiah
Edcuational Technology Systems
article

Rancang Bangun Aplikasi Game Edukasi Huruf, Angka Dan Gambar Pada Sekolah Mutiara Bagi Bangsa

Popong Setiawati, Pranata Yudistira Hermansyah
article en

Abstract

Educational game applications have very high potential to increase motivation in the learning process. Apart from increasing motivation, educational games also have advantages compared to e-learning methods, they are easier to understand and more interesting. The design of this game will prioritize the teaching and learning process using the concept of "playing while learning". For some children, "learning" feels very unpleasant and boring, so by making educational games as interesting as possible, children will not realize that what they are doing is learning and children will enjoy the learning process. The method used in designing educational games for the Android-based Letter, Number and Picture Educational Game Application is System Development Life Cycle (SDLC) Waterfall and Unified Modeling Method Language (UML), this game was created with Android Studio software. It is estimated that this educational game can increase children's interest in learning.

Jurnal Global IlmiahVol. 2(10)
Universitas Esa Unggul (ID)
Openalex Percentile: Top 90%
Edcuational Technology Systems
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.