Development of android-based educational games about the domain of educational technology

Jason Moscato
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引用次数: 1

Abstract

This research aims to produce an Android game product containing TP Domain material that is feasible as an alternative learning media for Raharja University students. The feasibility value is known through expert assessment, potential users, and learning usability. Product development was carried out through five main stages: preliminary study, planning, design, development, and evaluation. Data collection was carried out by preliminary study interviews, learning style identification, expert validation, potential user validation, and experimental testing. The number of respondents consisted of one lecturer, two media and material experts, and 60 students. The results showed that the developed product has met the eligibility criteria of media validation, material, prospective users, and usability testing. The material expert's assessment falls into the very feasible category, while media experts and prospective users fall into the feasible category. The product is also proven to have usability based on the difference in the average pretest and posttest scores of the two test groups, so that the comparison of the gain values shows a significant difference
基于android的教育类游戏的开发,涉及教育技术领域
本研究旨在制作一款包含TP Domain材料的Android游戏产品,该产品可作为Raharja大学学生的替代学习媒体。可行性值是通过专家评估、潜在用户和学习可用性来确定的。产品开发通过五个主要阶段进行:初步研究、规划、设计、开发和评估。数据收集通过初步研究访谈、学习风格识别、专家验证、潜在用户验证和实验测试进行。调查对象包括1名讲师、2名媒体和材料专家、60名学生。结果表明,开发的产品符合媒体验证、材料、潜在用户和可用性测试的合格标准。材料专家的评估属于非常可行的范畴,而媒体专家和潜在用户则属于可行的范畴。通过两个测试组的平均前测和后测分数的差异来证明该产品具有可用性,从而使增益值的比较显示出显著的差异
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