Developing Android-Based Educational Puzzle Game For Biology To Improve Students' Cognitive Ability

N. B. Haka, Putri Handayani, B. S. Anggoro, Abdul Hamid
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引用次数: 4

Abstract

This research aims to determine the development, feasibility, and effectiveness of an android-based educational puzzle game for biology learning. This research is a research and development (RD) with Brog and Gall procedure up to the ninth stage. The instruments employed are the media expert validation questionnaire, the language expert validation questionnaire, the material expert validation questionnaire, the student response questionnaire, cognitive ability tests, and documentation. Based on the validation by the experts, the media experts validation percentage was 98.91%, the language expert validation percentage was 92.05%, the material expert validation percentage was 98.5%, and the students' response questionnaire percentage was 85.75%. All the results were categorized as highly feasible. Furthermore, the effectiveness of the product based on the independent sample t-test was tobserved (5. 57) was higher than tcritical (1.71) with an average N-gain value in the experimental class of 0.64 and the control class of 0.40. Based on the assessment, the Android-based educational puzzle game for biology on virus material can improve students’ cognitive abilities
开发基于android的生物学益智益智益智游戏,提高学生认知能力
本研究旨在确定一个基于android的生物学学习益智益智游戏的开发、可行性和有效性。本研究是Brog和Gall程序第九阶段的研究与开发(RD)。使用的工具有媒体专家验证问卷、语言专家验证问卷、材料专家验证问卷、学生反应问卷、认知能力测试和文献。在专家验证的基础上,媒体专家验证率为98.91%,语言专家验证率为92.05%,材料专家验证率为98.5%,学生回答问卷率为85.75%。所有的结果都被归类为高度可行。此外,根据独立样本t检验,观察产品的有效性(5)。57)高于临界值(1.71),试验类平均n增益值为0.64,对照组为0.40。基于评估,基于android的基于病毒素材的生物学益智益智益智游戏能够提高学生的认知能力
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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4 weeks
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