Development of Luwu Culture Through Interactive Educational Games Based on Android Smartphones by Using Abode Animate CC

L. Suryani, Sukmawaty Sukmawaty
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Abstract

This study aims to develop educational games application based on adobe animate cc and determine the validity and practicality of interactive educational games based on Android smartphones. This type of research is RD (Research and Development) with the MLDC (Multimedia Development Life Cycle) model. This research was conducted and The student population of the Madrasah Ibtidayah Teacher Education study program IAIN Palopo for the 2021/2022 academic year is as many as 87 students. Meanwhile, the subjects of the trial were second-semester students who programmed social studies courses MI/SD, as many as 15 students. Data collection techniques used in this study were interviews, observation of validity questionnaires, and practicality questionnaires. From the data collection, the application development process uses the MDLC (Multimedia Development Life Cycle) development model, which consists of 6 stages: concept, design, collecting material, assembly, testing, and distribution. This research find that this application can improve the comprehension of students specially the fundanemtal of palopo’s culture after using this game Experts tested the game application with the final result that the product value obtained from material experts was 94% (feasible for distribution). Media experts produce a percentage score of 90% (very decent for distribution). In contrast, the practicality test resulted in a final score percentage of 90% (efficient). Then the final value obtained from the practicality test results of 92% is efficient and can be disseminated.
利用 Abode Animate CC,通过基于安卓智能手机的互动教育游戏发展陆吾文化
本研究旨在开发基于 adobe animate cc 的教育游戏应用程序,并确定基于安卓智能手机的互动教育游戏的有效性和实用性。这类研究采用 MLDC(多媒体开发生命周期)模式,即 RD(研究与开发)。2021/2022 学年伊比达雅伊斯兰学校教师教育研究项目 IAIN Palopo 的学生人数多达 87 人。同时,试验对象为第二学期社会学课程MI/SD的学生,多达15人。本研究采用的数据收集技术包括访谈、有效性问卷观察和实用性问卷调查。从数据收集来看,该应用程序的开发过程采用了 MDLC(多媒体开发生命周期)开发模型,该模型包括 6 个阶段:概念、设计、收集材料、组装、测试和发布。本研究发现,在使用该游戏后,该应用程序可以提高学生对巴洛波文化基础知识的理解能力。 专家们对该游戏应用程序进行了测试,最终结果是,从材料专家那里获得的产品价值为 94%(可用于分发)。媒体专家的评分为 90%(非常适合发行)。而实用性测试的最终得分率为 90%(有效)。那么,实用性测试结果得出的最终值为 92%,是有效的,可以传播的。
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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