N. Nuraini, P. S. Cholifah, Wuli Oktiningrum, Sri Qayyuumu Gusti Mahartania
{"title":"开发基于数字游戏的学习支持小学教师教育学生的算术能力","authors":"N. Nuraini, P. S. Cholifah, Wuli Oktiningrum, Sri Qayyuumu Gusti Mahartania","doi":"10.1109/ICITE54466.2022.9759856","DOIUrl":null,"url":null,"abstract":"Digital Game-Based Learning (DGBL) is a form of learning innovation that facilitates students to learn game-based. This study aims to produce digital game-based learning products that can improve the numeracy skills of elementary school teacher education students. The game will be tested for validity and practicality before being applied in learning. This study indicates that the resulting product, “CAKAP NUMERASI” game, is suitable for use in learning and is practically used in learning. The validation test results from learning experts in the field of elementary school teacher education showed a percentage of 95.9%, which was in the very valid criteria. The results of the practicality test are in the practical criteria with a percentage of 80.4%. Based on the notes on the validity and practicality of the media, several ways can be done to improve the quality of the media before being tested on a wider range of students.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Developing Digital Game Based Learning to Support Numeracy of Elementary School Teacher Education Students\",\"authors\":\"N. Nuraini, P. S. Cholifah, Wuli Oktiningrum, Sri Qayyuumu Gusti Mahartania\",\"doi\":\"10.1109/ICITE54466.2022.9759856\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Digital Game-Based Learning (DGBL) is a form of learning innovation that facilitates students to learn game-based. This study aims to produce digital game-based learning products that can improve the numeracy skills of elementary school teacher education students. The game will be tested for validity and practicality before being applied in learning. This study indicates that the resulting product, “CAKAP NUMERASI” game, is suitable for use in learning and is practically used in learning. The validation test results from learning experts in the field of elementary school teacher education showed a percentage of 95.9%, which was in the very valid criteria. The results of the practicality test are in the practical criteria with a percentage of 80.4%. Based on the notes on the validity and practicality of the media, several ways can be done to improve the quality of the media before being tested on a wider range of students.\",\"PeriodicalId\":123775,\"journal\":{\"name\":\"2022 2nd International Conference on Information Technology and Education (ICIT&E)\",\"volume\":\"61 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-01-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 2nd International Conference on Information Technology and Education (ICIT&E)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICITE54466.2022.9759856\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICITE54466.2022.9759856","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Developing Digital Game Based Learning to Support Numeracy of Elementary School Teacher Education Students
Digital Game-Based Learning (DGBL) is a form of learning innovation that facilitates students to learn game-based. This study aims to produce digital game-based learning products that can improve the numeracy skills of elementary school teacher education students. The game will be tested for validity and practicality before being applied in learning. This study indicates that the resulting product, “CAKAP NUMERASI” game, is suitable for use in learning and is practically used in learning. The validation test results from learning experts in the field of elementary school teacher education showed a percentage of 95.9%, which was in the very valid criteria. The results of the practicality test are in the practical criteria with a percentage of 80.4%. Based on the notes on the validity and practicality of the media, several ways can be done to improve the quality of the media before being tested on a wider range of students.