RPG-based digital media for mathematics learning post Covid-19 pandemic: Indonesian student's acceptance

C. Amri, W. Setyaningrum
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引用次数: 0

Abstract

Observing the conditions of the current Industrial Revolution 4.0 era requires skills to use digital technology. The use of digital technology, especially smartphones in Indonesia is very high where children and adolescents of school age dominate users, and they use it for games. Children who are still in the development stage to learn have a high interest and prefer to play digital games in RPG. This problem must be solved, considering again in the Covid-19 pandemic era where control learning through direct interaction is limited and given a distance. At the same time, students must be able to learn independently. An innovation effort on this issue is to develop digital educational games to shift high interest in games to be more beneficial to learning activities. To know for sure is necessary to analyze the acceptance of Indonesian students to the media and its aspects with the technology acceptance model (TAM). This is descriptive quantitative research with a survey method. Participants filled out an online questionnaire about media acceptance in mathematics learning, especially during the Covid-19 pandemic, which developed using the TAM. Of the 608 Indonesian students who gave descriptive statistics agree on accepting games for learning during the Covid-19 pandemic. © 2022 Author(s).
基于rpg的数字媒体在新冠肺炎大流行后的数学学习:印度尼西亚学生的接受度
观察当前工业革命4.0时代的情况需要使用数字技术的技能。数字技术,特别是智能手机在印尼的使用率非常高,儿童和学龄青少年是主要用户,他们使用智能手机玩游戏。处于学习发展阶段的儿童对RPG的兴趣较高,更喜欢玩数字游戏。考虑到新冠肺炎大流行时代,通过直接互动学习控制是有限的,而且有一定的距离,必须解决这个问题。同时,学生必须能够独立学习。在这个问题上的创新努力是开发数字教育游戏,将人们对游戏的高度兴趣转变为对学习活动更有益的东西。为了得到确切的答案,有必要用技术接受模型(TAM)分析印尼学生对媒体的接受程度及其各个方面。这是一种带有调查方法的描述性定量研究。参与者填写了一份关于媒体接受数学学习的在线问卷,特别是在Covid-19大流行期间,该问卷是使用TAM开发的。在提供描述性统计数据的608名印尼学生中,他们同意在Covid-19大流行期间接受游戏学习。©2022作者。
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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