面向学习者的直流电路物理教学游戏的开发

Jati Zen Ma'ruf
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引用次数: 0

摘要

本研究是对物理教育游戏应用开发的研究。本研究有两个目的,即(1)以直流电路物理教育游戏的形式开发物理学习的多媒体,(2)了解专家制作的教育游戏应用的质量,(3)了解用户(学生)对直流电路教育游戏应用形式物理学习媒体的反应。本研究的开发流程是指由概念、设计、材料收集、组装、测试和分发阶段组成的路德-苏托波流程。在数据收集技术的研究中,本研究采用问卷调查。本研究的研究工具是一份验证和评估表,它改编自C. Stewart的教育游戏评估标准、学生反应表和游戏测试者反应表。产品验证和评估使用4个量表的李克特量表,学生的回答使用Guttman量表,而游戏测试人员的回答表使用描述性分析。本研究成果是将产品以模拟物理的形式应用于直流电路上的教育游戏,结果经材料专家和媒体专家的验证和评估,该教育游戏应用获得了3.8分和3.3分的优异类别。用户(学生)对所开发的直流电路教育游戏应用程序的反应结果在约定类别中平均得分为0.97分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Development of Physics Education Game on Direct Current Electric Circuit for Learners
This study is the research of the development of physics education game application. This study has two purposes, namely to (1) developing multimedia for physics learning in the form of a physics education game on direct current electric circuits, (2) knowing the quality of educational game applications that have been produced according to experts, (3)knowing the user's (student's) response to the media of physics learning in the form of educational game applications related to direct current electrical circuit. The development procedure in this study refers to the Luther-Sutopo procedure consisting of the stage of concept, design, material collecting, assembly, testing, and distribution. Data collection techniques in the research in this study using a questionnaire. The research instrument in this study was a validation and assessment sheet which was adapted from the rubric for evaluating C. Stewart's educational game, student response sheets, and the game tester response sheet. Product validation and assessment uses a Likert scale with 4 scales and students' responses use the Guttman scale, while the game tester response sheet uses descriptive analysis. The results of this study are products in the form of simulation physics education game applications in direct current electric circuits, the results of the validation and assessment of material experts and media experts, the educational game application scored 3.8 and 3.3 in a very good category. The results of the user’s (student’s) response to the direct current electric circuit educational game application developed got an average score of 0.97 with the agreed category.
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