色彩匹配模型-模型游戏化作为儿童的文化寓教于乐

M. Purbasari, I. Tobroni
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引用次数: 0

摘要

游戏化可以是孩子们一边玩一边学习的一种方法。研究人员提出了一种使用ondel-ondel的游戏化;在雅加达的每个角落都可以看到的巨大的贝塔维娃娃,作为贝塔维的标志,将成为孩子们学习如何上色的媒体之一。颜色匹配Ondel-Ondel是一种提供的彩色多媒体游戏化,它在Ondel-Ondel属性的表单元素上插入信息。本研究采用了游戏化教育与以用户为中心的方法相结合的方法。在分析ondel-ondel属性的形式要素时,运用了威廉·莫里斯的符号学理论,着重分析了形式、内容、语境。几个积极响应的孩子尝试了这个游戏化,他们不仅兴奋和高兴,而且还给出了反馈,使这个游戏变得更有趣和有用。预计将会有更多的以“ondel-ondel”为主角的游戏化,以及其他Betawi艺术和文化的着色游戏化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Color Matching Ondel-Ondel Gamification as Culture Edutainment for Children
Gamification can be one-approach children for playing while learning. Researchers proposed one gamification that using ondel-ondel; the giant Betawi dolls that famous, as Betawi icon that can be enjoyed in all Jakarta’s corners will be one of the media for children to learn how to color. Color Matching Ondel-Ondel is an offered coloring multimedia gamification, which inserted information on form elements of ondel-ondel’s attributes. This research used a merging method of gamification implementation in education and user-centered approach. To analyze the form elements of the ondel-ondel’s attribute, semiotic of William Morris had been used, that focus on form, content, context. Several children with positive responds have tried this gamification, they were not just excited and happy but also gave feedback to make this game more interesting and useful. It is expected to be more gamification using ondel-ondel as a main character and coloring gamification of other Betawi’s art and culture.
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