开发基于变形材料的 Tenun Ikat Bandar 民族数学教育游戏

Ahmad Syamsudin, Dewi Hamidah, Indah St Aminah
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引用次数: 0

摘要

本文是一款以九年级学生为对象的教育类学习游戏《Puzzle TEKAD》(Tenun Ikat Bandar)的研发。采用ADDIE开发模型,采用Construct 2进行软件开发,该模型包括分析、设计、开发、实施和评估5个主要阶段。本文使用的工具包括专家验证表、从业者问卷、黑盒测试、学生回答问卷和学生评估表。结果显示,产品效度处于非常好的类别,媒体专家的平均得分为4.95分,材料专家的平均得分为4.15分,现场从业者的平均得分为4.66分。基于小组实验,教育游戏属于效用类,因为使用黑盒测试的功能测试的各个方面都很有效。根据学生的评估结果,产品有效性方面属于有效类别,显示所有分数都高于KKM。结果表明,TEKAD教育游戏在九年级教学转化材料中具有可行性、实用性和有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Game Edukasi Etnomatematika Tenun Ikat Bandar pada Materi Transformasi
This paper is a Research and Development to make an educational game learning called Puzzle TEKAD (Tenun Ikat Bandar), which is aimed at transforming material for 9th grade students. The software developed using Construct 2 by applying the ADDIE development model which includes 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The tools used in this paper include expert verification forms, practitioner questionnaires, black box tests, student response questionnaires, and student assessment forms. The results show that the product validity is in a very good category, with an average score of 4.95 for media experts, 4.15 for materials experts, and 4.66 for field practitioners. Based on group experiments, educational games fall into the utility category, as all aspects of functional testing using black-box testing work well. The product effectiveness aspect falls under the effective category based on student assessment results, which shows that all scores are higher than KKM. It can be concluded that the TEKAD educative game meets the aspects of feasibility, practicality, and effectiveness in teaching transform materials in 9 school grade.
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