Suhanto, Yosefin (2020) Perancangan mainan dan aplikasi edukatif sebagai sarana belajar berhitung = Educational toy and app design as media to learn numeracy. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Kemampuan berhitung merupakan salah satu kemampuan literasi yang
sangat penting dan perlu dikembangkan sejak dini. Dalam dunia pendidikan
kemampuan berhitung diajarkan melalui pelajaran matematika. Berdasarkan
beberapa penelitian menunjukkan bahwa tingkat kemampuan matematika siswa di
Indonesia masih rendah bila dibandingkan kemampuan literasi lainnya. Konsep
belajar berhitung juga tidak dapat diajarkan langsung secara abstrak, terutama untuk
anak–anak yang masih memerlukan benda konkret untuk dimanipulasi.
Perancangan ini ditujukan untuk merancang media edukatif dengan konsep
gamifikasi, yaitu cara untuk menarik, memotivasi, dan mendukung pembelajaran
dengan menggabungkan elemen permainan. Produk yang dirancang agar dapat
memberikan pemahaman dan melatih kemampuan berhitung dengan cara yang
lebih interaktif dan inovatif. Metode perancangan diawali dengan observasi,
wawancara, dan kuesioner, studi literatur, dan analisa permasalahan dengan anak,
orang tua, guru, psikolog, dan dokter anak.
Hasil produk dari perancangan ini berupa mainan yang berintegrasi dengan
aplikasi atau dapat disebut mixed–reality. Produk dapat disesuaikan tingkat
kesulitannya sesuai dengan kemampuan tiap anak. Penggunaan navigasi yang
digunakan pada aplikasi juga dibuat lebih sederhana dengan menggunakan
Perceptual User Interface (PUI) dengan menggerakan gawai dan menyebutkan
jawaban soal pada permainan. / Numeracy skill is one of the most important literacy skills and needs to be developed since the early stage. In the world of education, numeracy skill is taught through mathematics. Based on several studies show that the level of mathematical abilities of students in Indonesia is still low compared to other literacy skills. The concept of teaching numeracy skill can’t be taught abstractly in the beginning, especially for children who still needs objects to manipulate.
This project is intended to designing educational media with the concept of gamification, which is the way to attract, motivate, and encourage learning by combining elements of game. Product is designed to provide understanding and practice the numeracy skill with more interactive and innovative way. The research methods begin with observations, interviews, questionnaires, literature study, and analysis of problems with children, parents, teacher, psychologist, and pediatrician.
The final product of this design project is a toy that integrated with mobile app or can be called mixed–reality. The product can be adjusted according to the difficulty level of each child’s abilitiy. In addition, the navigation used in mobile app design is also designed simpler by using the Perceptual User Interface (PUI) by moving the device and answer the questions in game.
Item Type: | Thesis (Bachelor) |
---|---|
Creators: | Creators NIM Email ORCID Suhanto, Yosefin NIM00000020162 yosefinsuhanto@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Gumulya, Devanny NIDN0330128401 UNSPECIFIED |
Additional Information: | PA 25-16 SUH p 2020 |
Uncontrolled Keywords: | educational toy; gamification; perceptual user interface |
Subjects: | T Technology > TS Manufactures |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Product Design Current > Faculty/School - UPH Karawaci > School of Design > Product Design |
Depositing User: | Users 4043 not found. |
Date Deposited: | 24 Jun 2020 10:15 |
Last Modified: | 26 Nov 2021 04:06 |
URI: | http://repository.uph.edu/id/eprint/8935 |