e. Testing
After the game has been finished, then the system
will be tested and tried by the user. The test aims to
find out whether this educational game is in
accordance with the plan and whether it is
functioning properly or cannot be used.
Developer Test
For testing games that have been created or
designed researchers use software with the following
specifications: - ASUS_Z007
a). Version of Android 4.4.2 Kitkat
b). A Fruit Recognition Game has been installed
f. Distribution
After testing the application phase, the Compile
application formatted in the final stage is done so
that it can run on an Android smartphone device.
4.1.2. Validation of Media Quality by Expert
Material Teachers
The material expert who became the validator in
this study had the following requirements, namely:
Kindergarten teacher, has competence in the field of
learning media especially knowing educational
games and can operate Android smartphones.
Phase I Questionnaires and Applications with
learning formats were evaluated by previously
providing educational game products. The material
expert gave an assessment of the quality of the
media on the material aspect with an average of 4.27
including the "very good" criteria.
Data obtained from the validation results are then
analyzed and used as a basis for revising this
learning media product. Data from material expert
validation consisted of 30 items in the learning
media product assessment questionnaire. Based on
the data obtained from the assessment of material
experts in Phase II regarding this learning media
product is "very good" with a mean score of 4.63.
4.2. Discussion
In the process of developing this Mobile Fruit-
Based Fruit Learning Education Game, it takes
various stages that must be considered so that the
maker can get satisfactory results, because in the
development of the Application requires testing so
that the manufacturer can find out the application
can work well or vice versa.
In the application the writer makes it more
directed to the voice button and the image than the
text, so that the child is easier to learn with the voice
button than having to spell letters one by one.
5 CONCLUSIONS AND
RECOMENDATIONS
This educational game application can be
developed and can be run using the MDLC method
(multimedia Development Life Cycle). Thus this
application can be used with the theme of Fruit
Recognition (Indonesian Fruit Recognition, English
Fruit Recognition, Alphabetical Fruit Name, Guess
Fruit), and this application has made learning easier
and children will know the names of fruits especially
in children's education early age.
There are suggestions that might help to make
this application more interesting
1. The application will be developed again to
support all types of mobile resolutions.
2. Adding another theme is also very useful to make
the application more interesting.
3. By adding game objects so that children are more
interested in using the application.
4. The application will be developed again so that it
can be used on all smartphone devices.
REFERENCES
Dewi. (2012). Pengembangan Game Edukasi Pengenalan
Nama Hewan Dalam Bahasa Inggris Sebagai Media
Pembelajaran Siswa SD Berbasis Macromedia Flash.
Yogyakarta: Universitas Negeri Yogyakarta.
Handriyantini E. 2009. Permainan Edukatif (Educational
Games) Berbasis Komputer untuk Siswa Sekolah
Dasar. Konferensi dan Temu Nasional Teknologi
Informasi dan Komunikasi untuk Indonesia (e-
Indonesia Initiative 2009 (eII2009)): Bandung, Jawa
Barat, Indonesia Vol 1
Iwan Binanto. 2015. Tinjauan Metode Pengembangan
Perangkat Lunak Multimedia Yang Sesuai Untuk
Mahasiswa Tugas Akhir. Seminar Nasional Rekayasa
Komputer dan Aplikasinya 2015
Rogi, Julio Marshel. (2014), Rancang Bagun Aplikasi
Permainan Edukasi Untuk Pengenalan Huruf Dan
Angka Bagi Anak Usia Dini. Tondano: Universitas
Negeri Manado.
Yusuf,, Syamsu L..N, Nani M.Sugandhi. 2014.
Perkembangan Peserta Didik. Jakarta. PT Raja
Grafindo Persada.