Gamifikasi Berbasis Aplikasi dan Pembelajaran Anak Usia Dini
Abstract
Keywords
Full Text:
PDFReferences
Akhriza, T. M., & Mumpuni, I. D. (2019). Dartboard-like Leaderboard for Mapping Educator Career Competition in a Gamification System. International Conference on ICT and Knowledge Engineering, 2019-Novem. https://doi.org/10.1109/ICTKE47035.2019.8966933
Baptista, G., & Oliveira, T. (2019). Gamification and Serious Games: A Literature Meta-analysis and Integrative Model. Computers in Human Behavior, 92, 306–315. https://doi.org/10.1016/j.chb.2018.11.030
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology and Society, 18(3), 75–88.
Fadhli, M. (2018). Gamification for Early Childhood Using ‘Lingokids’ Application. Jurnal INDRIA (Jurnal Ilmiah Pendidikan Prasekolah Dan Sekolah Awal), 3(1), 43–49. https://doi.org/10.24269/jin.v3n1.2018.pp43-49
Fadlurrohim, I., Husein, A., Yulia, L., Wibowo, H., & Raharjo, S. T. (2020). Memahami Perkembangan Anak Generasi Alfa Di Era Industri 4.0. Focus : Jurnal Pekerjaan Sosial, 2(2), 178. https://doi.org/10.24198/focus.v2i2.26235
Fauziddin, M., & Mufarizuddin, M. (2018). Useful of Clap Hand Games for Optimalize Cogtivite Aspects in Early Childhood Education. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 2(2), 162. https://doi.org/10.31004/obsesi.v2i2.76
Hasanah, N., & Sugito, S. (2020). Analisis Pola Asuh Orang Tua terhadap Keterlambatan Bicara pada Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(2), 913. https://doi.org/10.31004/obsesi.v4i2.456
Jumal Ahmad. (2018). Desain Penelitian Analisis Isi (Content Analysis). ResearchGate, (June), 1–20. https://doi.org/10.13140/RG.2.2.12201.08804
Keya, F. D., Rahman, M. M., Nur, M. T., & Pasa, M. K. (2020). Parenting and Child’s (Five Years to Eighteen Years) Digital Game Addiction: A Qualitative Study in North-Western Part of Bangladesh. Computers in Human Behavior Reports, 2(May), 100031. https://doi.org/10.1016/j.chbr.2020.100031
Lamrani, R., & Abdelwahed, E. H. (2020). Game-based Learning and Gamification to
Improve Skills in Early Years Education. Computer Science and Information Systems, 17(1), 339–356. https://doi.org/10.2298/CSIS190511043L
Majid, H. T., & Huda, S. N. (2020). Gamifikasi Pembelajaran Huruf Hijaiyah dan Bahasa Arab: Studi Kasus PAUD Terpadu Mutiara Yogyakarta. Automata, 1(2).
Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan. JOINTECS (Journal of Information Technology and Computer Science), 5(3), 219. https://doi.org/10.31328/jointecs.v5i3.1490
McCrindle, M., & Fell, A. (2020). Understanding Generation Alpha. Retrieved from https://www.researchgate.net/publication/342803353_UNDERSTANDING_GENERATION_ALPHA
McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. International Journal of Game-Based Learning, 7(1), 36–56. https://doi.org/10.4018/IJGBL.2017010103
Mufarizuddin, M. (2017). Peningkatan Kecerdasaan Logika Matematika Anak melalui Bermain Kartu Angka Kelompok B di TK Pembina Bangkinang Kota. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 1(1), 62. https://doi.org/10.31004/obsesi.v1i1.32
Mukarromah, T. T., Hafidah, R., & Nurjanah, N. E. (2020). Kultur Pengasuhan Keluarga terhadap Perkembangan Moral Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(1), 395. https://doi.org/10.31004/obsesi.v5i1.550
Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H.-N. (2019). Engaging children with educational content via Gamification. Smart Learning Environments, 6(1). https://doi.org/10.1186/s40561-019-0085-2
Nehring, N., Baghaei, N., & Dacey, S. (2018). Improving Students’ Performace through Gamification: A User Study. CSEDU 2018 - Proceedings of the 10th International Conference on Computer Supported Education, 1, 213–218. https://doi.org/10.5220/0006687402130218
Pambudi, S., Sukardiyono, T., & Surjono, H. D. (2018). The Development of Mobile Gamification Learning Application for Web Programming Learning. Journal of Physics: Conference Series, 1140(1). https://doi.org/10.1088/1742-6596/1140/1/012046
Pramesti, K. M. B., Agustini, K., & Santyadiputra, G. S. (2019). Dampak Menerapkan Media Pembelajaran Interaktif Calisbar terhadap Prestasi Belajar Siswa. Jurnal Pendidikan Anak, 8(2), 132–140. https://doi.org/10.21831/jpa.v8i2.29098
Rahmi, A., & Mahyuddin, N. (2020). Design & Application of Storyboard in Teaching Characters for Children Aged 6–8 Years. Proceedings of the International Conference of Early Childhood Education (ICECE 2019), 44(Icece 2019), 97–100. https://doi.org/10.2991/assehr.k.200715.019
Ritonga, R. A., & Sutapa, P. (2020). Literasi dan Gender: Kesenjangan yang Terjadi di Tingkat Pendidikan Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(1), 965–974. https://doi.org/10.31004/obsesi.v5i1.749
Senabre, L. A. (2017). Gamification Quest Design and Development of a gamification game (Universitat Jaume I). Retrieved from http://repositori.uji.es/xmlui/handle/10234/173542
Wagner, A. S. C. (2017). Article information : Journal of Knowledge Management, 12(2). https://doi.org/http://dx.doi.org/10.1108/JKM-10-2016-0429
Wandi, Z. N., & Mayar, F. (2020). Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Analisis Kemampuan Motorik Halus dan Kreativitas pada Anak Usia Dini melalui Kegiatan Kolase Abstrak. 4(1), 351–358. https://doi.org/10.31004/obsesi.v4i1.347
DOI: https://doi.org/10.17509/edukids.v18i1.33338
Copyright (c) 2021 Edukids: Jurnal Pertumbuhan, Perkembangan, dan Pendidikan Anak Usia Dini
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.