幼儿英语教育游戏应用设计

L. Albion, M. R. Kaira, T. Tawami, D. A. Fairuz, Hanhan Maulana
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引用次数: 1

摘要

本研究旨在设计一个游戏应用程序设计,可以帮助提高孩子学习英语的兴趣。研究方法采用描述性定性方法,通过观察这次大流行期间的幼儿学习,特别是英语学习,并从文献研究中获得额外数据。系统开发方法使用由五个阶段组成的瀑布方法:需求分析、设计、实现、测试、维护,以及使用用例、活动图和接口设计等工具的对象方法,以产生有序的系统。游戏应用程序的设计被命名为GUTHEWORDS。通过猜测动物名称、数字等英语词汇,提高孩子们学习英语的兴趣,使教学方法变得有趣,提高教学成功率。通过本游戏学习的实施,希望能让孩子更容易学好英语的阅读、记忆和听力,也希望能挖掘孩子学习英语的潜能、创造力和兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing English Education Game Application for Early Childhood
This research aims to design a game app design that can help increase children's interest in learning English. The research method used descriptive qualitative by looking at early childhood learning during this pandemic, especially learning English, with additional data from literature studies. The system development method uses the waterfall method consisting of five stages: Requirement Analysis, Design, Implementation, Testing, Maintenance, and object approach method with tools such as use case, activity diagram, and interface design to produce an orderly system. The design of the game application is named GUTHEWORDS. It is expected to help increase children's interest in learning English to guess vocabulary such as animal names and numbers in English to help improve teaching success by making the teaching method fun and interesting for children. Through the implementation of learning through this game, it is expected to make it easier for children to learn to read, remember and hear some vocabulary in English well, also expected to explore the potential, creativity, and interest of children in learning English.
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