MULTIMEDIA PEMBELAJARAN INTERAKTIF BUDAYA INDONESIA PADA ANAK-ANAK
DOI:
https://doi.org/10.5281/zenodo.7934354Keywords:
Multimedia, Interaktif, Budaya, SwishMax 4.Abstract
Multimedia pembelajaran interaktif budaya Indonesia pada anak-anak, tahapan yang digunakan yang meliputi: definisi masalah, analisis, desain sistem, implementasi dan pengujian. Sedangkan untuk perancangan menggunakan metode terstruktur yaitu menjelaskan tentang struktur multimedia pembelajaran budaya interaktif budaya Indonesia pada anak-anak dan program flowchart. Adapun kebutuhan dari perangkat lunak agar terciptanya suatu multimedia pembelajaran interaktif budaya Indonesia pada anak-anak dengan menggunakan software swishmax 4.
Dari semua tahapan tersebut diatas maka dapat disimpulkan bahwa multimedia pembelajaran interaktif budaya Indonesia pada anak-anak telah sesuai dengan kebutuhan
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