Scratch-based Game Design of KaKu to Improve Students’ Ability in Distinguishing Indonesian Formal Words at Primary School
DOI:
https://doi.org/10.62951/ijeepa.v2i1.115Keywords:
Formal, Words, Primary, DistinguishAbstract
Formal words are words which follow the language rules that have been determined in formal situations both in oral and written. The purpose of this study is to improve the ability of primary school students in distinguishing formal words. The method used is SDLC (System Development Life Cycle) in waterfall model. The result of this study is the design of a scratch-based game design of KaKu to improve students’ ability to distinguish formal words at primary school has code blocks on 1) Teacher’s sprite, 2) Easy quiz, 3) Medium quiz, 4) Hard quiz, 5) Tick sprite, 6) Cross sprite, 7) Easy sprite, 8) Medium sprite, and 9) Hard sprite. The conclusion of this study is that there are 9 scratch-based game designs of KaKu (formal words) to improve students’ ability to distinguish formal words at primary school.
References
Afniola, S., Ruslan, R., & Artika, W. (2020). Intelegensi dan bakat pada prestasi siswa. Al-Din: Jurnal Dakwah dan Sosial Keagamaan, 6(1), 20–35. https://doi.org/10.35673/ajdsk.v6i1.844
Andini, D. W. (2016). Differentiated instruction: Solusi pembelajaran dalam keberagaman siswa di kelas inklusif. Trihayu: Jurnal Pendidikan Ke-SD-An, 2(3), 23–33. https://doi.org/10.30738/trihayu.v2i3.725
Angga, A., & Iskandar, S. (2022). Kepemimpinan kepala sekolah dalam mewujudkan merdeka belajar di sekolah dasar. Jurnal Basicedu, 6(3), 5295–5301. https://doi.org/10.31004/basicedu.v6i3.2918
Apriliani, S. P., & Radia, E. H. (2020). Pengembangan media pembelajaran buku cerita bergambar untuk meningkatkan minat membaca siswa sekolah dasar. Jurnal Basicedu, 4(4), 994–1003. https://doi.org/10.31004/basicedu.v4i4.492
Budi, D. S., & Abijono, H. (2016). Analisis pemilihan penerapan proyek metodologi pengembangan rekayasa perangkat lunak. Teknika, 5(1), 24–31. https://doi.org/10.34148/teknika.v5i1.48
Bukhari, A. (2023). Pengembangan game edukasi pengenalan aksara lontara menggunakan metode game development life cycle. Jurnal Minfo Polgan, 12(1), 411–423. https://doi.org/10.33395/jmp.v12i1.12413
Chaerunnisa, N. A., & Bernard, M. (2021). Analisis minat belajar siswa sekolah dasar pada pembelajaran matematika dengan menggunakan media Scratch. JPMI (Jurnal Pembelajaran Matematika Inovatif, 4(6), 1577–1584. https://doi.org/10.22460/jpmi.v4i6.p%25p
Dawis, A. M., Putra, Y. W. S., Fitria, F., Hamidin, D., Yutia, S. N., Maniah, M., & Natsir, F. (2023). Rekayasa perangkat lunak panduan praktis untuk pengembangan aplikasi berkualitas. Bandung: Penerbit Widina.
Devianty, R. (2021). Penggunaan kata baku dan tidak baku dalam bahasa Indonesia. EUNOIA: Jurnal Pendidikan Bahasa Indonesia, 1(2), 121–132. https://doi.org/10.30821/eunoia.v1i2.1136
Elpira, N., & Ghufron, A. (2015). Pengaruh penggunaan media PowerPoint terhadap minat dan hasil belajar IPA siswa kelas IV SD. Jurnal Inovasi Teknologi Pendidikan, 2(1), 94–104. https://doi.org/10.21831/tp.v2i1.5207
Faqumala, D. A., & Pranoto, Y. K. S. (2020). Kesiapan anak masuk sekolah dasar. Pekalongan: Penerbit NEM.
Hadiprakoso, R. B. (2020). Rekayasa perangkat lunak. Yogyakarta: Rbh.
Handayani, F., Desyandri, D., & Mayar, F. (2022). Implementasi seni musik terhadap konsentrasi belajar siswa dan pembentukan karakter di kelas IV sekolah dasar. Jurnal Pendidikan Tambusai, 6(2), 11370–11378. https://doi.org/10.31004/jptam.v6i2.4245
Hasanah, F. N., & Untari, R. S. (2020). Buku ajar rekayasa perangkat lunak. Umsida Press. https://doi.org/10.21070/2020/978-623-6833-89-6
Downloads
Published
Issue
Section
License
Copyright (c) 2024 International Journal of Educational Evaluation and Policy Analysis
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.