Aplikasi Pembelajaran IPA Tentang Fauna Model Game untuk Sekolah Dasar dengan Metode Computer Assisted Instruction (CAI)

Authors

  • Edli Rumiar Manik FIKOM, Universitas Katolik Santo Thomas
  • Tonni Limbong FIKOM, Universitas Katolik Santo Thomas

DOI:

https://doi.org/10.54367/means.v4i2.547

Keywords:

learning, fauna, Computer Assisted Instruction

Abstract

Learning in an educational institution is considered as the initial stage of the formation of identity or the basic process of education, especially in primary schools. At this time students experience educational and learning process activities should be very fun in practicing the catchment of students. For this reason, it is necessary to make a media for introducing fauna recognition game models that are available in science subjects in grade 3 elementary school. This game is a learning game with fauna introduction, fauna needs and fauna grouping. The computer is one of the tools and is a technology product that is considered to have the ability to produce learning products that are integrated with CAI (Computer Assisted Instruction), CAI has many types for the learning process including drill and practice, simulation, tutorials, and games that have been developed. In this study, learning applications were made that apply one of the CAI (Computer Assisted Instruction) methods in the form of games to increase students' interest in learning. With the help of adobe flash professional CS6 software, the application in this study was created. It is hoped that the application of the learning model of natural science games with the CAI (Computer Assisted Instruction) method can help the learning process and understanding of the material.

References

A. V. Vitianingsih, “Game Edukasi Sebagai Media Pembelajaran Pendidikan Anak Usia Dini,†Inf. J. Ilm. Bid. Teknol. Inf. dan Komun., vol. 1, no. 1, Jul. 2017.

A. U. F. Dermina Sari Nst,Iqbal Kamil Siregar, “MEDIA PEMBELAJARAN PENGENALAN FLORA DAN FAUNA (STUDI KASUS SD NEGERI 0309 PAGARANBIRA PADANG LAWAS),†Jurteksi Royal, 2016. [Online]. Available: http://is.its.ac.id/pubs/oajis/index.php/home/detail/1795/MEDIA-PEMBELAJARAN-PENGENALAN-FLORA-DAN-FAUNA-Studi-Kasus-SD-Negeri-0309-Pagaranbira-Padang-Lawas. [Accessed: 24-Oct-2019].

F. S. Fujiawati, “PEMAHAMAN KONSEP KURIKULUM DAN PEMBELAJARAN DENGAN PETA KONSEP BAGI MAHASISWA PENDIDIKAN SENI,†JPKS (Jurnal Pendidik. dan Kaji. Seni), vol. 1, no. 1, Apr. 2016.

F. Yasin and A. Irsyadi, “Pengenalan Makanan Khas Asli Indonesia Melalui Game Edukasi,†Fak. Komun. dan Inform. Univ. Muhammadiyah Surakarta, pp. 27–40, 2016.

P.-M. Noemí and S. H. Maximo, “Educational Games for Learning,†Univers. J. Educ. Res., vol. 2, no. 3, pp. 230–238, 2014.

S. Samsudin, “APLIKASI COMPUTER AIDED INSTRUCTION (CAI) DALAM PEMBELAJARAN MATEMATIKA BANGUN RUANG,†J. Tek. Inform., vol. 10, no. 2, pp. 169–182, Jan. 2018.

R. Wondal, “PENGARUH MEDIA PEMBELAJARAN COMPUTER ASSISTED INSTRUCTION (CAI) TERHADAP HASIL BELAJAR SISWA,†2015.

T. Limbong, E. Napitupulu, and P. Simangunsong, Barita,Nauli, “Learning Application Soft Skill for Facial with Computer Assisted Instruction Model,†vol. 1, no. 4, pp. 561–570, 2018.

F. A. Sianturi, “APLIKASI PEMBELAJARAN PENJASKES OLAHRAGA BASKET MENGGUNAKAN METODE COMPUTER ASSISTED INSTRUCTION (CAI),†2016.

B. Silaban and T. Limbong, “Aplikasi Pembelajaran Pengenalan Kriptografi Algoritma Affine Cipher Dan Vigenere Cipher Menggunakan Metode Computer Assisted Instruction,†Media Inf. Anal. dan Sist., vol. 2, no. 2, pp. 14–20, 2017.

Sugiyono, Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: PT Alfabet, 2016.

Published

2019-10-24

How to Cite

Manik, E. R., & Limbong, T. (2019). Aplikasi Pembelajaran IPA Tentang Fauna Model Game untuk Sekolah Dasar dengan Metode Computer Assisted Instruction (CAI). MEANS (Media Informasi Analisa Dan Sistem), 4(2), 136–141. https://doi.org/10.54367/means.v4i2.547

Issue

Section

Daftar Artikel

Most read articles by the same author(s)

1 2 > >>