Developing Construct 2 Android-Based Education Math Game to Improve the ICT Literacy on Number Patterns Subject

A. Fatahillah, Nur Alfiyantiningsih, D. Dafik
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引用次数: 1

Abstract

This research aimed to describe the development process and results of the Construct 2 Android-based education math game on number pattern subjects to increase student's ICT literacy. This research employed the Research and Development method with a 4-D development model. The development model consisted of 4 stages: the Define stage, the Design stage, the Development stage, and the dissemination stage. Also, the researchers developed the Android-based application based on ICT literacy indicators. The application must be valid, practical, and effective. The results showed a correlation coefficient value of 0.87 and included in the valid category with very high interpretation. The level of practicality of the developed product was 83.96% based on a users' responses questionnaire. The effectiveness was determined based on the percentage of students' learning outcomes which was 83.33%. The increase in students' ICT literacy was determined based on the ICT literacy questionnaire and learning outcome tests' average N-Gain score. The average N-Gain value obtained was 0.75, with an average value for the ICT literacy questionnaire of 0.89 and the average value for the learning outcome test of 0.61. Based on these three criteria, it can be concluded that the Construct 2 android-based educational math game on the number pattern material can improve students' ICT literacy.  
开发Construct 2 android教育数学游戏提高数字模式学科ICT素养
本研究旨在描述基于android的数字模式科目教育数学游戏Construct 2的开发过程和结果,以提高学生的ICT素养。本研究采用研发方法,采用四维开发模型。该开发模式包括4个阶段:定义阶段、设计阶段、开发阶段和传播阶段。此外,研究人员还开发了基于ICT素养指标的android应用程序。应用程序必须是有效的、实用的和有效的。结果表明,相关系数为0.87,属于解释力很强的有效范畴。根据用户反馈问卷,所开发产品的实用性水平为83.96%。以学生的学习成果百分比(83.33%)来确定有效性。学生ICT素养的提高是根据ICT素养问卷和学习成果测试的平均N-Gain分数来确定的。获得的平均N-Gain值为0.75,其中ICT素养问卷的平均值为0.89,学习成果测试的平均值为0.61。基于这三个标准,可以得出基于数字模式材料的Construct 2机器人教育数学游戏可以提高学生的ICT素养。
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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