DIGITAL GAME DEVELOPMENT AS A COMPUTER SCIENCE LEARNING TOOL FOR VOCATIONAL HIGH SCHOOL STUDENTS

Roswina Dianawati, Lyau Nyan Myau, Widiyanti Widiyanti
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Abstract

Indonesia has a shortage of professionals in Information and Communications Technology (ICT). Therefore, to increase the pool of electrical experts who are also qualified in the field of computer science, it is necessary to boost interest in computer science at an early year of upper secondary level. The Game Based Learning (GBL) approach increased investment in computer science for vocational high school learners. The two-dimensional (2D) game named Jack into Woods (JIW) was developed to teach fundamental concepts of C++ programming and influence the view in the computer science fields of electrical engineering of vocational high school students. The research involved the instructional design procedure, particularly the ADDIE model, to build and observe the computer game prototype and whether the product contextually fulfills the feasible and practical standard. The quantitative research method study was used to analyze the measurement. A total of 4 experts, 32 students from the pilot study group and 64 students from the control and experiment groups, participated in the research. The data was collected from research participants through pre-test–post-test, and pre-survey–post-survey responses. The quantitative data was collected, and feasibility was analyzed using descriptive statistics. Although participants scored significantly different between experiment and control groups’ post-survey responses, the focus and control groups’ post-test performances were not significantly different.
数字游戏开发作为职业高中学生计算机科学学习的工具
印尼缺乏信息和通信技术(ICT)方面的专业人员。因此,为了增加在计算机科学领域也有资格的电气专家的数量,有必要在高中阶段的早期提高对计算机科学的兴趣。基于游戏的学习(GBL)方法增加了职业高中学习者对计算机科学的投入。这款名为Jack into Woods (JIW)的二维(2D)游戏的开发是为了教授c++编程的基本概念,并影响职业高中学生对电子工程计算机科学领域的看法。本研究涉及教学设计程序,特别是ADDIE模型,以建立和观察电脑游戏原型,以及产品在情境下是否满足可行和实用的标准。采用定量研究方法对测量结果进行分析。参与研究的专家共4人,先导研究组学生32人,对照组和实验组学生64人。数据是通过测试前-测试后和调查前-调查后的反馈从研究参与者那里收集的。收集了定量数据,并运用描述性统计分析了可行性。被试在调查后的得分与对照组有显著差异,但焦点与对照组的调查后表现无显著差异。
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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