Character Thematic Education Game “AK@R” of Society Themes for Children with Malang-Indonesian Visualize

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Andy Pramono, P. Pujiyanto, Betty Dewi Puspasari, Nadhifa Salmatia Dhanti

2021 International Journal of Instruction Vol. 14 Issue 2 Article Cited by 9 SDG 17SDG 4 Quartile

Abstract

The game application is one of the leading choices of cellular media users, according to a report from the Ministry of Communication and Information of Indonesia, at least 30 million are children and adults. However, there is a sharp perception that interactive games hinder children's education, which impacts lazy children to learn. This article aims to convey the implementation of thematic games for children's education. Social improvement activities emphasize the thematic patterns of this educational game. The game developed is asynchronous, which means that the teacher must see students evaluate learning outcomes. This study uses the R&D method through the procedures carried out as well as through pre and post-tests in the control class and experimental class. Data observation methods consisted of visual concepts, cultural patterns as game content ideas, research related to character education, and fundamental knowledge related to character education material. The results showed that the efficiency of the game showed that there was an increase in child socio-physical expertise and skills, as well as changes in learning models for children and assessment models by the teacher. The importance of this research is the development of educational media in improving the character quality of early childhood. © 2021. All rights reserved.

Affiliations

Lecturer, Universitas Negeri Malang, Malang, Indonesia; Lecturer, STT Atlas Nusantara Malang, Malang, Indonesia; Universitas Negeri Malang, Malang, Indonesia

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