Tinjauan Ontologi Dan Epistemologi Dalam Game Edukasi Pada Siswa

Authors

  • Eko Subastian Universitas Negeri Surabaya, Surabaya, Indonesia
  • Siti Masitoh Universitas Negeri Surabaya, Surabaya, Indonesia
  • Mochamad Nursalim Universitas Negeri Surabaya, Surabaya, Indonesia

DOI:

https://doi.org/10.58258/jupe.v7i4.4144

Keywords:

educational game based, Filasafat, Ontology, dan Epistimology

Abstract

Knowledge is essentially all that we know about a particular object including knowledge, attitudes, types of knowledge have specific characteristics about what (ontology) and how (epistemology). Therefore, the author makes an educational game based on the Android operating system in the hope that students can directly use the game application and gain more knowledge and change learning patterns so they don't get bored and bored. This educational game is a learning application for children aged 6 to 12 years which contains subject matter about animals, coloring, doodling, singing and the alphabet. The research and development method for this educational application is the Waterfall method which consists of five stages, namely Requirement, Design, Implementation, Verification, and Maintenance. By applying the results of this educational game, it is hoped that it can help children learn and can improve their creative mindset and add more advanced knowledge

References

ASRI, D., & YERMIANDHOKO, Y. (2018). Pengembangan Game Edukasi Si Galang Berbasis Android Pada Mata Pelajaran Ips Materi Pakaian Adat Untuk Kelas IV Sd. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 6(3), 254964.

Firdaus, Y. A., & Yermiandhoko, Y. (2020). PENGEMBANGAN MEDIA GAME EDUKASI “ PETUALANGAN SI ISAAC ” BERBASIS ANDROID PADA MATERI GAYA KELAS IV SEKOLAH DASAR Abstrak. Jpgsd, 08(2), 240–249.

Heinich, R., Molenda, M., & Russel, J. (1993). Instructional media and the new tec. instruction. New York: John Wiley and Sons.

Ibnu, H. (2013). Panduan Lengkap Kurikulum Tematik Untuk SD/MI. Yogyakarta: DIVA Press.

Marc, P. (2012). From Digital Natives to Digital Wisdom. New York: Purwoko,Bangkit.

Mawardi. (2014). Model Desain Pembelajaran Konsep Dasar PKn Berbasis Belajar Mandiri Menggunakan Moodle. Salatiga: Widya Sari Press Salatiga.

Novaliendry, D. (2013). Aplikasi Game Geografi Berbasis Multimedia Interaktif (Studi Kasus Siswa Kelas IX SMP N 1 RAO). Jurnal Teknologi Informasi & Pendidikan.

Prasetya. (2013). Digital Game Based Learning Untuk Anak Usia Dini. TEKNO.

QURROTUL UYUN, L., & ZUHDI, U. (2019). Pengembangan Game Edukasi “Al Qur’an Ratsel Bambini” Berbasis Android Mata Pelajaran Pai Materi Hafalan Surat Pendek Kelas V Sekolah Dasar. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 7(4), 3228–3238.

Rivai, S. dan. (2011). Sudjana dan Rivai. Media Pengajaran. Bandung: Sinar Baru Algensindo.

Sanaky. (2013). Media Pembelajaran Interaktif-Inovatif. Yogyakarta: Kaukaban Dipantara.

Sukmadinata, N. S. (2016). Metode Penelitian Pendidikan. Bandung: Remaja Rosda Karya.

Wulandari, R., Susilo, H., & Kuswandi, D. (2017). Penggunaan Multimedia Interaktif Bermuatan Game Edukasi Untuk Siswa Sekolah Dasar. Pendidikan, 2(8), 1024–1029.

Z. Zulfan, and A. A. Barat, “Media Interaktif Pelajaran Sains dengan Fokus pada Materi Fisika Energi Untuk Tingkatan SMP,” J. Nas. Komputasi dan Teknol. Inf., vol. 2, no. 2, pp. 193–201,2019.

Zulfan and Baihaqi, “Aceh Serune Kale and Rapai Ethnic Musical Instrument Preservation Method Based on Two-Dimensional Multimedia Animation,” J. Phys. Conf. Ser., vol. 1232, p. 12027, 2019.

Z. Zulfan, D. Satria, and F. Akbar, “Perancangan Permainan Rescue-Heli Online Berbasis Macromedia Flas,” J. Nas. Komputasi Dan Teknol. Inf., vol. 1, no. 1, 2018.

Z. Zulfan and B. Baihaqi, “Pemanfaatan Konten Multimedia Animasi Dua Dimensi sebagai Media Pelestarian Alat Musik Etnik Aceh,” J. Nas. Komputasi dan Teknol. Inf., vol. 1, no. 2, 2018.

Zulfan, Bahagia, H. Ahmadian, and D. Satria, “SISTEM INFORMASI DATA KORBAN KEBENCANAAN BERBASIS WEB,” Semin. Nas. II USM 2017, vol. 1, pp. 110–113, 2017.

Zulfan and Samsuddin, “Analisa & Perancangan Edukasi Keamanan Berlalu Lintas bagi Masyarakat Berbasis Konten Multimedia Animasi,” Anal. Peranc. Edukasi Keamanan Berlalu Lintas bagi Masy.Berbas. Konten Multimed. Animasi, vol. 1, no. 1, pp. 22–30, 2016Zid. Muhammad. 2018.

Downloads

Published

2022-12-15

Issue

Section

Articles