Proceedings of the 2nd World Conference on Social and Humanities Research (W-SHARE 2022)

Development of Educational Games for Collecting the Alphabet Based on Desktop

Authors
Fathahillah1, 2, *, Muhammad Nurdin1, 3, Fitria1, Purnamawati1, 2
1Engineering Vocational Education Program, Postgraduate Program, Universitas Negeri Makassar, Makassar, Indonesia
2Department Faculty of Engineering, Universitas Negeri Makassar, Makassar, Indonesia
3Takalar Education Office, Takalar Regency, Makassar, Indonesia
*Corresponding author. Email: fathahillah@unm.ac.id
Corresponding Author
Fathahillah
Available Online 17 July 2023.
DOI
10.2991/978-2-38476-084-8_14How to use a DOI?
Keywords
Alphabet; Educational; Improved learning; Games
Abstract

This study aims to determine the results of the development of an educational game application to compose the letters of the alphabet and to find out the response of educators about the application of educational games to compose the letters of the alphabet. This study uses the Research and Development (R&D) method with data collection techniques: observation, questionnaires, interviews, and documentation. The research procedures carried out are (1) analysis, (2) design, (3) design implementation, (4) testing, (5) expert validation, (6) feasibility test, (7) media improvement, and (8) producing a product educational game. Based on the results of the validation test, material experts and media experts are in the excellent category. Based on the questionnaire and the results of interviews related to user responses, educators appreciate the results of developing educational games because they can motivate students to recognize letters while playing. The results of the study also showed the development of students in recognizing letters, where the increase in student development in recognizing letters in the excellent category was initially 13.33%, increased to 33.33% in the moderate category, which was initially 24.45% increased to 46.67% and in there is less significant decrease where students who do not know letters are 62.22% and after being given educational games the ability to recognize letters of students in the fewer category changes to 20%.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2nd World Conference on Social and Humanities Research (W-SHARE 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
17 July 2023
ISBN
10.2991/978-2-38476-084-8_14
ISSN
2352-5398
DOI
10.2991/978-2-38476-084-8_14How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Fathahillah
AU  - Muhammad Nurdin
AU  - Fitria
AU  - Purnamawati
PY  - 2023
DA  - 2023/07/17
TI  - Development of Educational Games for Collecting the Alphabet Based on Desktop
BT  - Proceedings of the 2nd World Conference on Social and Humanities Research (W-SHARE 2022)
PB  - Atlantis Press
SP  - 93
EP  - 100
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-084-8_14
DO  - 10.2991/978-2-38476-084-8_14
ID  - 2023
ER  -