Main Article Content
Abstract
Learning Media for Carnivorous Animals, Herbivorous Animals, Omnivorous Animals with PC-based Problem Randomization, an application designed to help students understand the introduction of carnivorous, herbivorous and omnivorous animals. The purpose of this study was to assist teachers in teaching lessons on introduction to carnivores, herbivores and omnivores, which consisted of animation, sound and text. This application was built using SwishMax4 and with the Shuffle Random Algorithm on learning questions so that it does not become a monotonous and predictable game. This study produces a multimedia application for learning advice on the introduction of carnivorous, herbivorous and omnivorous animals, so this learning medium is for children aged 7-10 years. The results of the study were tested on students of SD Negeri 010 Samarinda City by demonstrating the program and trying its application. The results of the making of this learning media are .Swf.
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References
- Andrea, R. 2015. Position Randomization Techniques- Find Me The Game Proceedings of the Good. Samarinda: Unmul Press.
- Auliawati, P. 2015. Building a Basic English Education Game for Children "Neko The Explorer: Fun With English". Samarinda: STMIK Widya Cipta Dharma.
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- Madcoms, 2010. Creative with Adobe Flash CS 5 Professional, Yogyakarta: Andi.
- Nugroho, A. 2010. Object-Based Software Engineering using the USDP Method. Yogyakarta: Andi.
- Nurdiansah, W. 2016. Kabayan Saving Our Culture 2D Game Application Development. Bandung: Indonesian Computer University.
- Pressman, RS 2010. Software Engineering: A Practitioner Approach. Yogyakarta: Andi.
- Sari, SI 2017. Building “Sea Animals” Learning Marine Animals by Implementing the Android-Based Shuffle Random Algorithm. Samarinda: STMIK Widya Cipta Dharma.
- Saladin. 2014. Learning Module: Software Engineering (Structured and Object Oriented). Bandung: Modula Bandung.
- Ramadhan, A. 2010. Processing Audio and Mp3 with Audacity. Jakarta: Elex Media Komputindo.
- Samuel, H. 2010. Smart with Games. Jakarta: Gramedia.
- Yousnelly, 2015. Natural Science 2 Elementary School Class II. Jakarta: Yudhistira.
References
Andrea, R. 2015. Position Randomization Techniques- Find Me The Game Proceedings of the Good. Samarinda: Unmul Press.
Auliawati, P. 2015. Building a Basic English Education Game for Children "Neko The Explorer: Fun With English". Samarinda: STMIK Widya Cipta Dharma.
Binanto, I. 2010. Basic Digital Multimedia Development. Yogyakarta: Andi.
Chandra, 2011. Professional Text Animation with Swishmax. PT: Maxicom, Palembang.
Devis, KB 2015. Building the "Boni Kids- Borneo Animal Kids" Endgame. Samarinda: STMIK Widya Cipta Dharma.
Dewi, GPF 2012. Development of Educational Games on Animal Name Recognition in English as Learning for Elementary School Students Based on Macromedia Flash. Samarinda: STMIK Widya Cipta Dharma.
Handriyantini. 2010. Educative Games (Computer Based Educational Games) For Elementary School Students. Malang: Journal of Informatics & Computer College.
Ismail, A. 2010. Education Games. Yogyakarta: Proumedia.
Madcoms, 2010. Creative with Adobe Flash CS 5 Professional, Yogyakarta: Andi.
Nugroho, A. 2010. Object-Based Software Engineering using the USDP Method. Yogyakarta: Andi.
Nurdiansah, W. 2016. Kabayan Saving Our Culture 2D Game Application Development. Bandung: Indonesian Computer University.
Pressman, RS 2010. Software Engineering: A Practitioner Approach. Yogyakarta: Andi.
Sari, SI 2017. Building “Sea Animals” Learning Marine Animals by Implementing the Android-Based Shuffle Random Algorithm. Samarinda: STMIK Widya Cipta Dharma.
Saladin. 2014. Learning Module: Software Engineering (Structured and Object Oriented). Bandung: Modula Bandung.
Ramadhan, A. 2010. Processing Audio and Mp3 with Audacity. Jakarta: Elex Media Komputindo.
Samuel, H. 2010. Smart with Games. Jakarta: Gramedia.
Yousnelly, 2015. Natural Science 2 Elementary School Class II. Jakarta: Yudhistira.