Game Design for Mobile App-Based IoT Introduction Education in STEM Learning

Indra Puja Laksana, Evi Dwi Wahyuni, Christian Sri Kusuma Aditya
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Abstract

STEM education has received considerable attention in recent years. However, developing valid and reliable assessments in interdisciplinary learning in STEM has been a challenge. Therefore, many students ranging from junior high school to university students are only familiar with the Internet of Things (IoT) from social media but do not know its concept and function in STEM learning. This is also supported by the absence of educational applications about IoT. This research aims to introduce IoT by using mobile applications. This research refers to the multimedia development method according. The data collection method in this study was carried out by means of observation and interviews randomly to high school students to university students. This data collection was carried out using the experimental method of application testing to analyze user needs from several aspects such as features, images, and fonts. This research is also supported by the existence of literature studies derived from several journals. The results show that the functions in the application can operate as expected. Based on the survey results of the application, 75.37% of respondents rated this application in the very good category and gave positive responses so that this application could be well received by users  
基于移动应用程序的物联网游戏设计
近年来,STEM教育受到了相当大的关注。然而,在STEM的跨学科学习中制定有效和可靠的评估一直是一个挑战。因此,从初中到大学生,很多学生只是从社交媒体上熟悉物联网(IoT),而不知道它在STEM学习中的概念和作用。物联网教育应用的缺失也支持了这一点。本研究旨在通过移动应用程序引入物联网。本研究参照多媒体开发方法进行。本研究的数据收集方法采用观察法和访谈法,随机对高中生到大学生进行调查。本次数据收集采用应用测试的实验方法,从特征、图像、字体等几个方面分析用户需求。本研究也得到了来自几个期刊的文献研究的支持。结果表明,应用程序中的功能可以正常运行。根据该应用程序的调查结果,75.37%的受访者将该应用程序评为非常好的类别,并给出了积极的回应,从而使该应用程序受到用户的好评
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