Education Game based on Timor Local Wisdom as an Android-Based Mathematics Learning Media

Sulasri Suddin, Yohanis Ndapa Deda
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引用次数: 8

Abstract

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.
基于帝汶地方智慧的教育游戏作为android数学学习媒体
当今教育领域的技术联动发展迅速。其中之一就是以教育游戏的形式发展数学学习媒介。这项研究的目的是开发一款融入东帝汶当地智慧的教育学习媒体游戏,使这种媒体有其独特之处来帮助学生学习。在NTT的Nurul Falah, Kefamenanu进行了基于android智能手机的快速数学教育游戏的研究。该媒体采用软件结构2进行开发。本研究使用的方法是采用ADDIE开发模型(分析、设计、开发、实现和评估)进行开发研究。基于材料专家、媒体专家和教师的效度测试结果表明,以本土智慧为主题的教育游戏作为基于android的数学学习媒体,被纳入了非常可行使用的类别,平均效度为4.33,标准非常可行。在这个阶段,使用问卷调查的有限试验表明,游戏教育对使用游戏教育媒体的反应是积极的,平均比例为98.93%。这些结果表明,与已经完成的学习相比,使用这种媒体学习数学的过程可以激励和促进学生的学习。在疫情期间,新冠肺炎媒体可以作为在线学习媒体,因为学生可以轻松下载应用程序,然后由教师控制整个过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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