{"title":"基于android的游戏开发课程社会科学(IPS)小学五年级","authors":"Elvani Hertati, A. Asrowi, Deny Tri Ardianto","doi":"10.1145/3516875.3516908","DOIUrl":null,"url":null,"abstract":"This study aims to determine the design and specifications of the product and determine the feasibility of an Android-based educational game. The background of this research comes from technological developments regarding cellphones and the learning difficulties of fifth-graders at SD Negeri Banyubiru 2 in studying Indonesian history material. This research is an ADDIE model development research. This method has five stages, namely: 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation, 5) Evaluation Stage. The data that has been collected will be analyzed using quantitative data analysis techniques with data collection techniques in the form of giving questionnaires and post-tests to students. Android-based educational games are designed using the Construct Game 2 software. The results of the material validation show an average rating of 78, 41%, and media validation showed an average rating of 83.75%. The results of the main field trials got an average rating of 4.2 (good category) and the results of the operational field trials got an average rating of 4.7 (very good category). The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school. The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school.","PeriodicalId":312912,"journal":{"name":"Proceedings of the 5th International Conference on Learning Innovation and Quality Education","volume":"315 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Android-Based Game Development for Lesson Social Sciences (IPS) Fifth-Grade Elementary School\",\"authors\":\"Elvani Hertati, A. Asrowi, Deny Tri Ardianto\",\"doi\":\"10.1145/3516875.3516908\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to determine the design and specifications of the product and determine the feasibility of an Android-based educational game. The background of this research comes from technological developments regarding cellphones and the learning difficulties of fifth-graders at SD Negeri Banyubiru 2 in studying Indonesian history material. This research is an ADDIE model development research. This method has five stages, namely: 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation, 5) Evaluation Stage. The data that has been collected will be analyzed using quantitative data analysis techniques with data collection techniques in the form of giving questionnaires and post-tests to students. Android-based educational games are designed using the Construct Game 2 software. The results of the material validation show an average rating of 78, 41%, and media validation showed an average rating of 83.75%. The results of the main field trials got an average rating of 4.2 (good category) and the results of the operational field trials got an average rating of 4.7 (very good category). The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school. The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school.\",\"PeriodicalId\":312912,\"journal\":{\"name\":\"Proceedings of the 5th International Conference on Learning Innovation and Quality Education\",\"volume\":\"315 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-09-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 5th International Conference on Learning Innovation and Quality Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3516875.3516908\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 5th International Conference on Learning Innovation and Quality Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3516875.3516908","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究旨在确定产品的设计和规格,并确定基于android的教育游戏的可行性。这项研究的背景来自于手机技术的发展和SD Negeri Banyubiru 2五年级学生在学习印度尼西亚历史材料方面的学习困难。本研究是一个ADDIE模型开发研究。该方法有五个阶段,即:1)分析阶段,2)设计阶段,3)开发阶段,4)实施阶段,5)评价阶段。收集到的数据将使用定量数据分析技术和数据收集技术,以问卷调查和对学生进行后测试的形式进行分析。基于android的教育游戏是使用Construct Game 2软件设计的。材料验证的平均评分为78.41%,介质验证的平均评分为83.75%。主要现场试验结果的平均评分为4.2分(良好类别),操作现场试验结果的平均评分为4.7分(非常好类别)。实验班学生平均后测成绩高于学校KKM,为85.97。可以得出结论,基于android的教育游戏适合作为替代学习媒体,可以为学生提供高于学校设定的KKM的学习成果。实验班学生平均后测成绩高于学校KKM,为85.97。可以得出结论,基于android的教育游戏适合作为替代学习媒体,可以为学生提供高于学校设定的KKM的学习成果。
Android-Based Game Development for Lesson Social Sciences (IPS) Fifth-Grade Elementary School
This study aims to determine the design and specifications of the product and determine the feasibility of an Android-based educational game. The background of this research comes from technological developments regarding cellphones and the learning difficulties of fifth-graders at SD Negeri Banyubiru 2 in studying Indonesian history material. This research is an ADDIE model development research. This method has five stages, namely: 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation, 5) Evaluation Stage. The data that has been collected will be analyzed using quantitative data analysis techniques with data collection techniques in the form of giving questionnaires and post-tests to students. Android-based educational games are designed using the Construct Game 2 software. The results of the material validation show an average rating of 78, 41%, and media validation showed an average rating of 83.75%. The results of the main field trials got an average rating of 4.2 (good category) and the results of the operational field trials got an average rating of 4.7 (very good category). The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school. The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school.