Aplikasi Pembelajaran Anatomi Tubuh Manusia berbasis Android untuk Siswa Sekolah Dasar

Dian Nazelliana

Abstract


SDN Beji Timur 3 is an elementary school in the Depok area. The delivery of cognitive learning material in this school using conventional methods has an effect on the effectiveness of student learning at school. Learning activities have two important elements in the form of teaching methods and learning media and the two are interrelated. The process of selecting teaching methods is also adapted to the learning media. Several aspects need to be considered in relation to the objectives of learning activities, types of tasks. Another aspect is the response of students during learning activities including student characteristics. Learning media has the main function as a tool for educators to teach that is influenced by climate, conditions, and the environment. Efforts to improve effective learning methods to accelerate the learning process so that learning materials are delivered interestingly at the right time. This study answers this learning problem by creating an Android-based learning media application to explain material about the introduction of human anatomy.

Keywords


Anatomy; Body; Human; Android; Primary school

Full Text:

PDF

References


Debiyanti, D., Sutrisna, S., Budrio, B., Kamal, A. K., & Yulianti, Y. (2020). Pengujian Black Box pada Perangkat Lunak Sistem Penilaian Mahasiswa Menggunakan Teknik Boundary Value Analysis. Jurnal Informatika Universitas Pamulang, 5(2), 162-166. doi:10.32493/informatika.v5i2.5446

Hanum, W. S., & Saifudin, A. (2019). Rancang Bangun Aplikasi Panduan Pariwisata di Kabupaten Banyuwangi Mobile Berbasis Android. Jurnal Teknologi Sistem Informasi dan Aplikasi, 2(2), 59-65. doi:10.32493/jtsi.v2i2.2798

Istiyanto, J. E. (2013). Pemograman Smartphone menggunakan SDK Android dan Hacking Android. Yogyakarta: Graha Ilmu.

Maisyaroh, M. &. (2016). Edukasi Game Pengenalan Makanan Tradisional Indonesia Menggunakan Unityi2d. Universitas Muhammadiyah Surakarta.

Milda Surgani Firdania, T. T. (2016). Aplikasi CAI Berbasis Multimedia untuk Pengenalan Bagian Tubuh Manusia pada Anak Usia Dini. JUSTIN (Jurnal Sistem dan Teknologi Informasi), Vol 4, No 1 .

Muslimin, D. B., Kusmanto, D., Amilia, K. F., Ariffin, M. S., Mardiana, S., & Yulianti, Y. (2020). Pengujian Black Box pada Aplikasi Sistem Informasi Akademik Menggunakan Teknik Equivalence Partitioning. Jurnal Informatika Universitas Pamulang, 5(1), 19-25. doi:10.32493/informatika.v5i1.3778

Pratala, C. T., Asyer, E. M., Prayudi, I., & Saifudin, A. (2020). Pengujian White Box pada Aplikasi Cash Flow Berbasis Android Menggunakan Teknik Basis Path. Jurnal Informatika Universitas Pamulang, 5(2), 111-119. doi:informatika.v5i2.4713

Prawido Utomo, S. K. (2016). Aplikasi Media Pembelajaran dan Pengenalan Organ Tubuh Manusia Berbasis Multimedia. Jurnal Sisfotek Global, Vol 6, No 2.

Septarina, A. K. (2017). Perancangan Board Game Edukasi Pendidikan Moral Dengan Menggunakan Tokoh Cerita Rakyat Nusantara Untuk Usia 13–15 Tahun. Rupa Rupa.

Simanungkalit, E. (Juli 2017). Perancangan Aplikasi Pembelajaran Pengenalan Organ Tubuh Manusia Bagian Dalam Dengan Menggunakan Metode Computer Based Instruction. Jurnal Mudira Indure, Vol. 3. No.1.

Yundatama, Y. &. (2015). E-learning English for Children Aplikasi Mobile Mengenal Alat Transportasi Berbasis Android. Prosiding PESAT.




DOI: http://dx.doi.org/10.32493/informatika.v5i4.7932

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Dian Nazelliana

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Jurnal Informatika Universitas Pamulang (ISSN: 2541-1004 e-ISSN: 2622-4615)

Copyright © 2016-2020 Program Studi Teknik Informatika Universitas Pamulang. All rights reserved.



This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) License