Proceedings of the 2nd Yogyakarta International Conference on Educational Management/Administration and Pedagogy (YICEMAP 2019)

The Implementation of Education Games Media Applications with Local Culture-Based to Improve the Basic Reading Ability of Students in TK Islam Al-Azhar 34 Makassar

Authors
Andi Nur Maharani Islami, Suparno Suparno, Andi Makkasau
Corresponding Author
Andi Nur Maharani Islami
Available Online 22 December 2020.
DOI
10.2991/assehr.k.201221.005How to use a DOI?
Keywords
education game application media, beginning reading ability
Abstract

This study aims to improve the basic reading skills of educational media game applications with students based on local culture at the Al-Azhar 34 Islamic Kindergarten Makassar. Reading skills are very important for children in preparation to move on to the next level. This research must be done because the level of reading in Indonesia is still low. This was proven in 2017, the Indonesian people, especially children, regarding their reading interest, were still in the very low category. This is based on data from the United Nations Educational, Scientific, and Cultural Organization (UNESCO) which states that the percentage of children’s reading interest in Indonesia still reaches around 0.01 percent. Digital games, as with games in many other forms, provide a setting, rules and constraints within which players can interact, either with each other or an aspect of the game environment in order to achieve some form of goal [1]. The results showed that through educational media the application of local culture-based media can improve the ability to read the beginning of the child which is shown from the evaluation in the second cycle which experienced a very good. This type of research is Classroom Action Research (CAR) with a two-cycle work procedure, namely cycle I and cycle II, which consists of four stages namely planning, implementing, observing, and reflecting. In the evaluation in the second cycle was declared successful or met the assessment criteria that must be achieved.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the 2nd Yogyakarta International Conference on Educational Management/Administration and Pedagogy (YICEMAP 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
22 December 2020
ISBN
978-94-6239-308-0
ISSN
2352-5398
DOI
10.2991/assehr.k.201221.005How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Andi Nur Maharani Islami
AU  - Suparno Suparno
AU  - Andi Makkasau
PY  - 2020
DA  - 2020/12/22
TI  - The Implementation of Education Games Media Applications with Local Culture-Based to Improve the Basic Reading Ability of Students in TK Islam Al-Azhar 34 Makassar
BT  - Proceedings of the 2nd Yogyakarta International Conference on Educational Management/Administration and Pedagogy (YICEMAP 2019)
PB  - Atlantis Press
SP  - 22
EP  - 28
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.201221.005
DO  - 10.2991/assehr.k.201221.005
ID  - Islami2020
ER  -