PERANCANGAN MODEL PEMBELAJARAN TEAMS GAME TOURNAMENT MONOPOLI BUDAYA NTT MENGGUNAKAN GENIALLY

Jhon Enstein, Khatrin Juliani Taku Neno, Femberianus Sunario Tanggur
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引用次数: 1

Abstract

This study aims to introduce the cultural diversity of East Nusa Tenggara (NTT) Province through the TGT (Team Game Tournament) NTT cultural monopoly in Elementary School Students of East Nusa Tenggara. This application was designed using the type of research and development (R&D) with the GDLC (Game Development Life Cycle) software development method. There were some stages applied in this research. It was started from Initiation, preproduction, production, Testing (Alpha testing, Beta testing), and release. The NTT Cultural Monopoly Game ran according to its function and it was acceptable to be used by teachers and students. This game increased new concept, new insight and references related to Interactive Learning media. Keywords: Learning Model, Teams Game Tournament, Cultural Monopoly, Game Development Life Cycle, Interactive Learning Media.
游戏设计学习模式NTT使用真实
本研究旨在透过团体游戏锦标赛(TGT)对东努沙登加拉省小学生的NTT文化垄断,来介绍东努沙登加拉省的文化多样性。本应用程序采用研发(R&D)类型和GDLC(游戏开发生命周期)软件开发方法进行设计。本研究分为几个阶段。它是从初始化、预生产、生产、测试(Alpha测试、Beta测试)和发布开始的。NTT文化大富翁游戏按其功能运行,为教师和学生所接受。这个游戏增加了与互动学习媒体相关的新概念,新见解和参考。关键词:学习模式,团队游戏比赛,文化垄断,游戏开发生命周期,互动学习媒体。
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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