Rahma, Doanda Dresta (2025) Pengembangan Game Mobile Android Sebagai Edukasi Huruf Hijaiyah Menggunakan LibGDX Dengan Bahasa Kotlin. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Banyak jenjang pendidikan formal di bawah Kementrian Agama masih menggunakan metode konvensional dalam pembelajaran huruf hijaiyah, membuat pelajar pasif, materi mudah terlupakan, dan siswa cepat bosan. Seiring waktu, metode edukasi telah berkembang selaras dengan modernisasi multimedia. Penerapan teknologi terkini dalam pendidikan, seperti game mobile, dapat membantu proses pembelajaran huruf hijaiyah. Melihat peluang ini, Tugas Akhir ini bertujuan mengembangkan aplikasi sebagai media alternatif pembelajaran huruf hijaiyah. Aplikasi ini mencakup aktivitas seperti mengenal huruf, angka, menulis, mencocokkan gambar, dan menyusun huruf acak. Diharapkan aplikasi ini dapat mendampingi pembelajaran dan mengubah metode konvensional menjadi simulasi game, sehingga lebih efektif menanamkan pengetahuan dan mengembangkan kreativitas melalui tantangan, ketepatan, daya nalar, dan kesenangan. Pengembangan game dilakukan dalam Android Studio dengan bahasa Kotlin, didukung oleh kerangka kerja LibGDX / LibKTX. TensorFlow Lite digunakan untuk menjalankan model pembelajaran mesin pada perangkat mobile. Untuk menjamin pengalaman bermain yang menarik dan memastikan kualitas serta kepuasan pemain, pengembangan mengikuti metode Game Development Life Cycle (GDLC) dan menerapkan evaluasi.
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Many formal educational programs under the Ministry of Religious Affairs still rely on conventional methods to teach the Arabic alphabet. This approach often renders students passive, leading to easy forgetfulness and boredom. Educational methods have evolved to align with modern multimedia, significantly aiding the learning process. Mobile game-based learning is one such application of technology in education. Recognizing this potential, this final project aims to develop a mobile game application as an alternative medium for learning the Arabic alphabet. The application features activities such as letter recognition, counting, writing, matching images, and arranging shuffled letters. It aims to transform conventional teaching methods into game-based learning, making education more effective and fostering creativity through challenges, precision, reasoning, and enjoyment. The game development uses the Android Studio environment with the Kotlin programming language, supported by the LibGDX/LibKTX framework. TensorFlow Lite is employed to run machine learning models on mobile devices. To ensure engaging experience and player satisfaction, the development follows the Game Development Life Cycle (GDLC) method and incorporates evaluation measures.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | Game mobile, Huruf hijaiyah, LibGDX, Mobile game, Arabic alphabet |
| Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods Q Science > QA Mathematics > QA76.774.A53 Android |
| Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
| Depositing User: | Doanda Dresta Rahma |
| Date Deposited: | 25 Jul 2025 03:37 |
| Last Modified: | 25 Jul 2025 03:37 |
| URI: | http://repository.its.ac.id/id/eprint/121202 |
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