FPB和KPK学习中的基于Android的谜题展开

Agnes Putri Ayu Wanlin, Tatik Retno Murniasih, Rosita Dwi Ferdiani
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引用次数: 0

摘要

本研究旨在开发一种基于效度、准确性和有效性的益智游戏。云解谜游戏是一种可以支持学习过程的学习媒体。一个包含FPB和KPK材料的益智游戏,了解FPB和KPK的含义和步骤。本研究采用ADDIE开发模型。开发这种学习媒体的步骤分为5个阶段:(1)分析(2)设计(3)开发(4)实施(5)评估。本研究以19名SMP Negeri 02 Wagir VII班学生和9名SMP Negeri 02 Wagir VII班学生作为云解谜游戏的测试对象,讲师和教师作为云解谜游戏验证专家。通过对材料专家、媒体专家、学习专家的问卷调查来检验云解谜游戏的效度,通过用户回复问卷(教师和学生)来检验云游戏的可行性和有效性。本研究结果为:(1)材料验证结果为3.5,媒介验证结果为3.53,学习验证结果为3.75,其中“非常有效”类别。(2)云解谜游戏对用户(教师)反应的结果为3.92,有限场域试验的学生用户反应的结果为3.78,大场域试验的学生用户反应问卷的结果为3.52,类别为“非常可行”。(3)云解谜游戏对用户(教师)反应的有效性结果为3.92,有限场域试验的学生用户反应结果为3.78,大场域试验的学生用户反应问卷结果为3.52,类别为“非常有效”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Permainan Puzzle Awan Berbasis Android Dalam Pembelajaran FPB DAN KPK
This study aims to develop a puzzle game based on aspects of validity, accuracy and effectiveness. Cloud puzzle game is a learning media that can support the learning process. A puzzle game containing FPB and KPK material that learns about the meaning and steps to determine FPB and KPK.This study uses the ADDIE development model. The steps for developing this learning media are through 5 stages: (1) Analysis (2) Design (3) Development (4) Implementation (5) Evaluation. This study involved 19 students of class VII SMP Negeri 02 Wagir and 9 students of class VII SMP Negeri 02 Wagir as test subjects for cloud puzzle games, as well as lecturers and teachers as experts in cloud puzzle game validators. Questionnaires were used for material experts, media experts, and learning experts to test the validity of cloud puzzle games, user response questionnaires (teachers and students) were used to test the feasibility and effectiveness of cloud games.The results of this study are: (1) Material validation results 3.5, media validation results 3.53 and learning validation results 3.75 with the "very valid" category. (2) The results of the cloud puzzle game on the user (teacher) response were 3.92, the result of the student user response for the limited field trial was 3.78 and the result of the student user response questionnaire for the broad field trial was 3.52 with the "very feasible" category. (3) The results of the effectiveness of the cloud puzzle game on the user (teacher) response were 3.92, the result of the student user response for the limited field trial was 3.78 and the results of the student user response questionnaire for the broad field trial were 3.52 with the "very effective" category.
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