Development of Mobile Learning-based Edugame on Respiratory System Material to Improve Students' Digital Literacy

Ferlita Kale, Risya Pramana Situmorang, S. P. Hastuti
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引用次数: 2

Abstract

The purpose of this study aims to develop mobile learning based edugame based on product feasibility and test the effectiveness of mobile learning based Edugame in improving digital literacy in students. The instruments used are tests, questionnaires, and observation sheets. The research subjects were grade XI of Senior High School at Salatiga. This research was carried out through two phases, namely the first phase of developing mobile learning based edugame using the ADDIE model and the second phase testing the mobile learning based Edugame developed to analyze its effectiveness. From the results of the trial find: 1) mobile learning based edugame developed valid with an average value of 82,24% (content expert) good category and 84,02 (media expert) good category, 2) the practicality of mobile learning based Edugame seen from student response questionnaires with a value of 81,25% good category, 3) the effectiveness of mobile learning based Edugame in terms of digital literacy completeness, namely 3,42 very good category
开发基于呼吸系统教材的移动学习教育游戏提高学生数字素养
本研究的目的是基于产品可行性开发基于移动学习的edugame,并测试基于移动学习的edugame在提高学生数字素养方面的有效性。使用的工具是测试、问卷调查和观察表。研究对象为萨拉提加高中11年级学生。本研究分两个阶段进行,第一阶段使用ADDIE模型开发基于移动学习的edugame,第二阶段对开发的基于移动学习的edugame进行测试,分析其有效性。从试验结果中发现:1)基于移动学习的edugame开发的有效度平均为82,24%(内容专家)良好类别和84,02(媒体专家)良好类别;2)从学生回答问卷中可以看出基于移动学习的edugame的实用性,良好类别的值为81,25%;3)基于移动学习的edugame在数字素养完整性方面的有效性,即3,42非常好类别
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