The Development of Puzzle Games for Early Childhood Based on the Banten Local Culture

IF 0.5 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY
Luluk Asmawati
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引用次数: 0

Abstract

Developing a digital puzzle game model is a learning innovation for early childhood cognitive development. The current research purpose was to develop a digital games puzzle based on Banten culture for early childhood; The method applied was the research and development of ADDIE's model with the 30 children as samples. The results revealed five puzzle game objects and levels 1-3. The weakness of this puzzle game was that there was no animation, while the advantages of this puzzle game were that it was easy to be used by children; it could be used via Android and laptops, the game menus were easy to understand, it has attractive design and game background, and it was provided with game tutorials. The material expert test results were 88%, which was very feasible; the media expert test results were 85%, which was also very feasible; and the field test results were 97%, excellent. This research concluded that the data processing using paired t-tests obtained a sig value of 0.000, less than 0.05 (0.000 <0.05). Then it could be obtained the decision to reject Ho. It means that there were differences in children learning outcomes before and after using puzzle games.
基于万丹地方文化的幼儿益智游戏开发
开发数字益智游戏模型是幼儿认知发展的学习创新。目前的研究目的是开发一款基于万丹文化的儿童早期数字游戏谜题;采用的方法是以30名儿童为样本,研究开发ADDIE模型。结果显示了5个益智游戏对象和1-3个关卡。这个解谜游戏的缺点是没有动画,而这个解谜游戏的优点是容易被孩子们使用;它可以在Android和笔记本电脑上使用,游戏菜单简单易懂,具有吸引人的设计和游戏背景,并提供游戏教程。材料专家测试结果为88%,非常可行;媒体专家测试结果为85%,也是非常可行的;现场测试结果为97%,非常优秀。本研究的结论是,使用配对t检验的数据处理得到的sig值为0.000,小于0.05 (0.000 <0.05)。然后可以得到驳回何氏的决定。这意味着儿童在使用益智游戏之前和之后的学习结果是不同的。
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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来源期刊
Jurnal Ilmiah Peuradeun
Jurnal Ilmiah Peuradeun SOCIAL SCIENCES, INTERDISCIPLINARY-
CiteScore
1.00
自引率
80.00%
发文量
50
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