Nashoiqul ibat, Bagus (2023) PERANCANGAN BOARD GAME JARIMATIKA UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG ANAK USIA 7- 9 TAHUN. Undergraduate thesis, UPN “VETERAN” JAWA TIMUR.
Text (cover)
18052010017_cover.pdf Restricted to Registered users only Download (1MB) | Request a copy |
||
|
Text (Bab 1)
18052010017_BAB 1.pdf Download (324kB) | Preview |
|
Text (Bab 2)
18052010017_BAB 2.pdf Restricted to Registered users only until 24 January 2025. Download (987kB) | Request a copy |
||
Text (Bab 3)
18052010017_BAB 3.pdf Restricted to Registered users only until 24 January 2025. Download (290kB) | Request a copy |
||
Text (Bab 4)
18052010017_BAB 4.pdf Restricted to Registered users only until 24 January 2025. Download (298kB) | Request a copy |
||
Text (Bab 5)
18052010017_BAB 5.pdf Restricted to Registered users only until 24 January 2025. Download (1MB) | Request a copy |
||
Text (Bab 6)
18052010017_BAB 6.pdf Restricted to Registered users only until 24 January 2025. Download (567kB) | Request a copy |
||
|
Text (Bab 7)
18052010017_BAB 7.pdf Download (305kB) | Preview |
|
|
Text (Daftar Pustaka)
18052010017_DAFTAR PUSTAKA.pdf Download (317kB) | Preview |
|
Text (Lampiran)
18052010017_LAMPIRAN.pdf Restricted to Registered users only until 24 January 2025. Download (368kB) | Request a copy |
Abstract
ABSTRACT Jarimatika is a math counting method for children using fingers developed by Septi Peni Wulandani. This method is very easy for children to accept, learning it is also very exciting, because jarimatika can always be done without counting aids because the tool is our own fingers. However, counting is not easy, this is because the ability of each child is different depending on their background. Some children go to kindergarten/early childhood education while others do not, plus the online learning system due to the COVID-19 pandemic outbreak which makes children's counting skills reduced because most of the elementary school students currently have their homework assisted by parents. So that the need for an effective and interactive educational learning media, namely Board games because playing is a fun activity and cannot be separated from child development. The stages of this design use a qualitative descriptive analysis method obtained through direct observation and interviews, then analyze the results of the data that has been obtained and adjusted to the target audience. The analysis resulted in the keyword "playfull finger math". In the final stage, the keyword will be a reference in designing the jarimatika board game concept. The concept raised in accordance with the keyword is fun and interactive. The existence of this jarimatika board game is expected that children, parents, teachers and the community are able to learn the jarimatika counting method. Keyword: board game, jarimarika, children
Item Type: | Thesis (Undergraduate) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Contributors: |
|
||||||||||||
Subjects: | L Education > LB Theory and practice of education | ||||||||||||
Divisions: | Faculty of Architecture and Design > Departement of Visual Communication Design | ||||||||||||
Depositing User: | Bagus Bagus Nashoiqul ibat | ||||||||||||
Date Deposited: | 25 Jan 2023 01:50 | ||||||||||||
Last Modified: | 25 Jan 2023 01:50 | ||||||||||||
URI: | http://repository.upnjatim.ac.id/id/eprint/11597 |
Actions (login required)
View Item |