这是一种基于Android文化多样性的教育媒体游戏开发

Silviana Agustin, Novanita Whindi A
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引用次数: 0

摘要

大多数9岁及以上的孩子都非常喜欢玩网络游戏,从而使孩子们懒得打开书本学习。本研究旨在开发一款基于android平台的《Where Is Myhometown》教育游戏媒体,用于印尼第四节文化多样性公民教育课程。本研究是在2021/2022学年的偶数学期,在SDN Cipinang Melayu 10 Pagi进行的。本研究得到了3位验证者的验证,分别是:媒体专家、材料专家和教育专家。这个媒体游戏也通过10名学生的小组测试和20名学生的小组测试进行了测试,其中学生是SDN Cipinang Melayu 10 Pagi的四年级学生。本研究采用研究与开发(R&D)方法,采用ADDIE模型,数据收集技术采用李克特量表的问卷形式。这个教育游戏媒体在我的家乡成功地让学生们很容易地了解印度尼西亚文化的多样性及其起源。通过这个教育游戏,学生们在学习印尼文化的过程中变得更加快乐。关键词:ADDIE,教育类游戏
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Media Game Edukasi Where is Myhometown Berbasis Android Materi Keragaman Budaya di Indonesia
The majority of children aged 9 years and over are very happy to play online games, thus making children lazy to open books to study. This study aims to develop an Android-based Where Is Myhometown Educational Game Media in Class IV Civic Education Lessons on Cultural Diversity in Indonesia. This research was carried out at SDN Cipinang Melayu 10 Pagi, in the even semester 2021/2022 academic year. This research has been tested by 3 validators, namely: media experts, material experts, and education experts. This media game has also been tested through a small group test containing 10 students and a large group test containing 20 students where the student is a fourth grade student at SDN Cipinang Melayu 10 Pagi. This study uses the Research and Development (R&D) method by applying the ADDIE model and the data collection technique is in the form of a questionnaire using a Likert scale. This educational game media where is myhometown succeeded in making it easy for students to understand the variety of Indonesian culture and its origins. By using this educational game, students become happier in learning Indonesian culture.   Keywords: ADDIE, educational game
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