scholarly journals Game Edukasi Hafalan Surat Pendek Al-Qur’an The Adventure Of Ali

2020 ◽  
Vol 6 (1) ◽  
pp. 105-115
Author(s):  
Vadlya Maarif ◽  
Hidayat M. Nur ◽  
Fitrian Chandrayoga

Abstract: Games at this time become a very popular thing, even early childhood have played games using an Android smartphone. But children tend to play games excessively, that causing concerns for parent about the negative effects of games that affect their children. Therefore the game "The Adventure of Ali" was created which is a game with an educative concept and is a game as a learning media or educational game. Education itself is very broad in scope, ranging from formal and non-formal education. Memorizing short Al-Qur'an surah is an education that is classified as non-formal, which is non-formal education sometimes tends to be excluded from formal education. So from that the game is made for memorizing short Al-Qur'an surah media, in the form of puzzles in the game. “The Adventure of Ali“ is an educational game for memorizing short Al-Qur'an surah that is packaged in adventure and puzzle games that will make children learn without realizing he is learning.Keywords: Games Education, Adventure, Puzzles, Memorizing Short Al-Qur'an Surah, Children, ParentsAbstrak: Game pada saat ini menjadi hal yang sangat popular, bahkan anak-anak usia dini-pun sudah bermain game menggunakan telepon pintar Android. Tapi anak-anak cenderung bermain game dengan berlebihan sehingga menimbulkan kekhawatiran bagi orang tua terhadap efek negatif dari game yang berdampak pada anaknya. Oleh sebab itu dibuatlah game “The Adventure of Ali” yang merupakan game dengan konsep edukatif dan merupakan game sebagai media pembelajaran atau game edukasi. Edukasi sendiri sangatlah luas cakupannya, mulai dari edukasi formal dan non-formal. Menghafal surat pendek Al-Qur’an merupakan suatu edukasi yang tergolong non-formal, yang dimana edukasi non-formal terkadang cenderung tersisih dibandung edukasi formal. Maka dari itu game dibuat untuk media hafalan surat pendek Al-Qur’an berupa puzzle yang ada dalam game. “The Adventure of Ali” merupakan game edukasi hafalan surat pendek Al-Qur’an yang dikemas dalam game petualangan dan puzzle yang akan membuat anak belajar tanpa menyadari dirinya sedang belajar.Kata kunci: Game Edukasi, Petualangan, Puzzle, Hafalan Surat Pendek Al-Qur’an, Anak-Anak, Orang Tua

2018 ◽  
Vol 8 (2) ◽  
pp. 14
Author(s):  
Novera Kristianti ◽  
Niwayan Purnawati ◽  
Suyoto Suyoto

This paper is concern about using multimedia technology for virtual education with puzzle for early childhood in Indonesia. A game is focuses on the introduction of objects around the neighborhood by showing images that Generate Automatic can adjust the child's condition aggressive or not aggressive. It play with android tab device to knowing respond of early childhood. This is due to early childhood conditions. In some cases children have normal cognitive abilities of children with different special character that has the capability of learning is slower. A game show a question to parent first. The level of games is from 0-1, 1-2, and 2-3 based on years old of early childhood. This study has the challenge to develop educational game conditions. As in the design phase, the visualization of colors, shapes, and the introduction of rules that will be applied to the system. In this paper we present to make early childhood became more relaxed and not aggressive in these educational games.


2021 ◽  
Vol 13 (2) ◽  
pp. 25
Author(s):  
Daniel Abril-López ◽  
Hortensia Morón-Monge ◽  
María del Carmen Morón-Monge ◽  
María Dolores López Carrillo

This study was developed with Early Childhood Preservice Teachers within the framework of the Teaching and Learning of Social Sciences over three academic years (2017–2018, 2018–2019, and 2019–2020) at the University of Alcalá. The main objective was to improve the learning to learn competence during teacher training from an outdoor experience at the Museum of Guadalajara (Spain), using e/m-learning tools (Blackboard Learn, Google Forms, QR codes, and websites) and the inquiry-based learning approach. To ascertain the level of acquisition of this competence in those teachers who were being trained, their self-perception—before and after—of the outdoor experience was assessed through a system of categories adapted from the European Commission. The results show a certain improvement in this competence in Early Childhood Preservice Teachers. Additionally, this outdoor experience shows the insufficient educational adaptation of the museum to the early childhood education stage from a social sciences point of view. Finally, we highlight the importance of carrying out outdoor experiences from an inquiry-based education approach. These outdoor experiences should be carried out in places like museums to encourage contextualized and experiential learning of the youngest in formal education.


2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.


2019 ◽  
Vol 1 (3) ◽  
pp. 27
Author(s):  
Dodi Satriawan

Improving education and training of teacher as a focus on reformation of educational system which is a goal that must be achieved in EFA (Education for All). As a tangible manifestation of the mandate through efforts to improve the quality of education and development of competency based on educational game tools or APE. PAUD teachers should also have the ability to design, create, utilize, maintain, and self-assess the tools for early childhood games because well-developed game tools will be more interesting than tools that were not developed first. This community service program activity is needed because the education level of PAUD teachers varies. Based on the results of the identification of the target audience, most PAUD teachers do not meet the academic qualifications and competencies properly. The ability to read, write, count, think actively and critically and the low implementation of learning models in the form of quality and fun educational teaching aids in PAUD institutions is very necessary. The expected output of this activity is the increasing, competency and quality of PAUD teachers towards educational game-based media learning programs (APE) and increasing the creativity of PAUD students by implementing APE-based learning media programs.


2020 ◽  
Vol 1 (1) ◽  
pp. 41-52
Author(s):  
Bayu Ramdhan Huzena ◽  
Fatmawati Fatmawati ◽  
Popon Handayani

Abstract   One form of entertainment that is familiar and indeed much in demand in our lives is the game. Games are applications that are familiar to the community and also early childhood from all walks of life. But the development of the game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of game users because remembering children prefer playing games rather than learning theoretically. From the existing problems, in this study the authors built an educational game application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of games and the existence of educational guessing game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational game applications. With this educational guessing game application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.   Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates   Abstrak   Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna game karena mengingat anak-anak lebih suka bermain game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk game dan dengan adanya game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam  proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi game edukasi. Dengan adanya aplikasi game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.   Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yates


2020 ◽  
Vol 7 (1) ◽  
pp. 5
Author(s):  
Nilawati F ◽  
Baroroh L ◽  
Farika N ◽  
Achmad Z ◽  
Yosi A

In Indonesia, the age between 0-6 years is agreed, which is explained in article 28 of the Law on the National Education System no. 20 of 2003 paragraph 1 explained that "early childhood is a child who falls in the age range of 0-6 years". Thus it can be stated that early childhood is a child in the range of 0-6 years who have growth and development according to their characteristics. In Mergosono Sub-District, Kedungkandang District, there are 6 (six) Pos PAUD. Pos PAUD Putih Melati is one of the Pos PAUD located in RW 1, Mergosono Sub-District, Kedungkandang District. This Pos PAUD was created with the aim of meeting the needs of the surrounding community, especially with regard to early childhood education. So far, Pos PAUD have been managed more based on principles from, by and for the community. The method used in this PkM is the transfer of knowledge and discussion of problems. The implementation of activities in the form of management training and financial administration of Pos PAUD, procurement of Educational Game Equipment (APE), procurement of APE storage lockers, and procurement of Pos PAUD financial administration books. Financial Management and Administration Training for the managers of Pos PAUD Putih Melati was the result of the initial discussion. Based on the results of the discussion it was found that the Pos PAUD Putih Melati manager experienced obstacles in terms of financial management and administration. Therefore, dedication was carried out in the form of providing material related to the management and financial administration of Pos PAUD Putih Melati. Overall, the service activities carried out at the Pos PAUD Putih Melati can be said to be successful. This success is not only measured by the four components above, it can also be seen from the participants' satisfaction after participating in the activities and the use of APE by students of the Pos PAUD Putih Melati. Based on the results of the implementation of the dedication that has been carried out, several suggestions can be submitted, namely: 1) The time of the implementation of the service activities needs to be increased so that the objectives of the activity can be fully achieved. 2) The existence of follow-up activities in the form of similar training is always held periodically so as to improve the ability of teachers to carry out the teaching and learning process.


2017 ◽  
Vol 19 (2) ◽  
pp. 51-77
Author(s):  
David J. Dallimore ◽  
Lowri Cunnington-Wynn

While there is increasing evidence that children who learn Welsh before they start formal education have higher levels of fluency, few parents choose Welsh-medium or bilingual early childhood education and care. This paper reports on the findings and policy implications of a mixed-method study that examined Welsh parents' childcare choices and asked to what extent those choices are influenced by language. Using Bourdieusian theory it was found that attitudes and practices within the childcare field differ according to parents' habitus and perceived capital value of the Welsh language. Where Welsh is widely spoken, both Welshand non-Welsh-speaking parents chose Welsh-medium early childhood services intuitively and in recognition of the extent to which bilingualism forms valuable social and cultural capital that is convertible to future economic capital. In non-Welsh-speaking areas, without such intuition or recognition of the transferable value of language as redeemable capital, parents did not form the habitus that might dispose them to choose Welsh-medium or bilingual pre-school experiences. As a consequence, the supply of Welsh-language childcare does not develop in response to demand, limiting opportunities for bilingualism to take root in many areas. These findings are important in the context of Welsh Government's policy target of a million Welsh speakers by 2050.


2013 ◽  
pp. 598-613
Author(s):  
Li Lei ◽  
Shen Wanqiang ◽  
Edwin Tan Seng Tat

This chapter studies the niche market segment of the gaming industry which is the educational games for children aged 3-12. Gaming behaviors including both positive and negative effects of online gaming on children were noted. A framework for developing an online children’s educational game is proposed. A prototype is developed to illustrate the use of the framework. Together with the proposed framework (and prototype), the ADVISOR framework has been used to discuss on the product platform, sales, and marketing strategies. The promotion of such online educational games is discussed based on the advertising and promotion strategies. The pricing strategy of the digital product will be discussed using the 3 Cs of pricing framework. Recommendations are suggested to help the online educational gaming industry to cross the chasm. The authors would like to propose the following set of CSR initiatives with alignment to government regulatory.


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