THE INFLUENCE OF ANIMAL NAME INTRODUCTION LEARNING APPLICATION IN ENGLISH FOR KINDERGARTEN ON ANDROID PHONES I Denni madrid3ni@gmail.com, N A Hamdani nizar_hamdani@uniga.ac.id, D D Bhakti, G A F Maulani galihafm@uniga.ac.id, L Adhari adhari28@gmail.com
Program Studi Sistem Informasi, Fakultas Sains dan Terapan, Institut Penddidikan Indonesia, Universitas Garut
Abstract
Preschool or Kindergarten education is a formal of education for children between the ages of 4-6 years. The main task as a preschool educational institution is to prepare children by introducing knowledge, attitudes, behavior, skills and intellectuals so they can adapt to real learning activities in elementary schools. At present most of the learning in schools is still used teaching methods using media guidebooks, as well as learning carried out education of preschoolers. In preschool children learning there are basic material with animal themes such as the introduction of the names of animals in the vicinity in accordance with basic competencies to know the types and names of animals. Whereas at present most of the learning in schools is still used teaching methods using guidebook media. Adobe flash or is a multifunctional software. Apart from its initial function, which made it easy to create web animations, it turned out that Flash was developing so rapidly that it could be utilized as an extraordinary multi-media software. Adobe Flash with its action script can be utilized as an effective game creation program. It is hoped that this research childrens educational game can be useful for children in Indonesia of preschool age.
Keywords: educational game, Kindergarten, know animals, English