Developing Digital Game Based Learning to Support Numeracy of Elementary School Teacher Education Students

N. Nuraini, P. S. Cholifah, Wuli Oktiningrum, Sri Qayyuumu Gusti Mahartania
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Abstract

Digital Game-Based Learning (DGBL) is a form of learning innovation that facilitates students to learn game-based. This study aims to produce digital game-based learning products that can improve the numeracy skills of elementary school teacher education students. The game will be tested for validity and practicality before being applied in learning. This study indicates that the resulting product, “CAKAP NUMERASI” game, is suitable for use in learning and is practically used in learning. The validation test results from learning experts in the field of elementary school teacher education showed a percentage of 95.9%, which was in the very valid criteria. The results of the practicality test are in the practical criteria with a percentage of 80.4%. Based on the notes on the validity and practicality of the media, several ways can be done to improve the quality of the media before being tested on a wider range of students.
开发基于数字游戏的学习支持小学教师教育学生的算术能力
数字游戏学习(Digital Game-Based Learning, DGBL)是一种促进学生以游戏为基础学习的学习创新形式。本研究旨在制作数位游戏学习产品,以提高小学教师教育学生的计算能力。在将游戏应用于学习之前,将对游戏的有效性和实用性进行测试。本研究表明,最终的产品“CAKAP NUMERASI”游戏适合于学习,并在学习中得到了实际应用。小学教师教育领域学习专家的验证性测试结果为95.9%,属于非常有效的标准。实用性测试结果符合实用性标准,占80.4%。根据对媒体有效性和实用性的说明,在对更广泛的学生进行测试之前,可以采取几种方法来提高媒体的质量。
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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