An alternative Strategy for Increasing Indonesian Student Digital Literacy Skills through Interactive Game

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R. Rakimahwati, Z. Ardi

2019 Journal of Physics: Conference Series Vol. 1339 Issue 1 Conference paper Cited by 10 SDG 4 Quartile

Abstract

Technology development is one of the significant steps fulfill the early childhood needs. The need to get information, remote communication and facilitate interaction in the learning process is an element that could be met by technology. The purpose of this study was to determine the Interactive Game Influence on Digital Literacy Ability in Kindergarten at Padang, Indonesia. This research is quasi-experimental study using interactive games for experimental class, and non-interactive game for control class. The digital literacy rate is measured using Digital Literacy for Early Childhood Inventory. Analysis of experimental data shows the digital literacy ability of children in experimental class by using interactive games show higher results than non-interactive game. Data analyses conclude that interactive games affect the digital literacy ability in kindergarten. © Published under licence by IOP Publishing Ltd.

Affiliations

Universitas Negeri Padang, West Sumatra, Indonesia

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