文化背景是开发阅读游戏应用程序的基础

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH
E. Rustan, Syela Rachmat
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引用次数: 0

摘要

本研究旨在确定概念分析的结果,并创建和评估提高阅读能力的游戏应用程序的可行性。这是利用 MLDC(多媒体开发生命周期)模式进行的研发(研究与开发)。这项研究在帕洛波市的几所小学进行。从四年级的 10 名学生和两名教师那里收集了需求分析数据。参与效果测试阶段的学生人数为 268 人。数据收集工具包括观察表、文档、访谈指南、产品验证问卷、实用性和产品功效。采用的分析方法是混合序列探索技术。概念分析的结果确定了要开发的游戏应用类型,即利用基于当地文化的情境媒体和基于安卓系统的互动性,促进独立阅读成就指标学习。视频游戏的开发包括角色介绍功能、基于课程阅读的学习功能,以及基于采用民族角色、肤色、服装和当地流派器乐的游戏功能。通过黑盒测试,确定了产品的可行性。实用性测试的平均结果是方便。有效性测试结果表明,使用所开发的游戏产品,阅读能力有所提高。关键词:教育游戏;媒体开发;阅读能力;文化背景;小学
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cultural Context as the Basis for Developing Reading Game Applications
This research aimed to determine the outcomes of concept analysis and to create and assess the viability of game applications for enhancing reading skills. This is R&D (Research and Development) utilizing the MLDC (Multimedia Development Life Cycle) model. This study was conducted in several elementary schools in Palopo City. The data for the needs analysis was collected from 10 students and two teachers in fourth grade. The number of participants in the effectiveness test phase was 268 students. Observation sheets, documentation, interview guidelines, product validation questionnaires, practicality, and product efficacy were among the data collection instruments. The method of analysis employed is the mixed sequential exploratory technique. The results of the concept analysis determine the type of game application to be developed using contextual media based on local culture and android-based interactivity that promotes independent reading achievement indicator learning. The development of a video game included character introduction features, learning features based on curriculum-based reading, and playing features based on adopting ethnic characters, skin color, clothing, and local genre instrumental music. Through Blackbox testing, the product's feasibility is determined. Practicality test results obtained on average are convenient. The effectiveness test results showed an increase in reading ability by using the developed game product. Keywords: educational game, media development, reading skills, cultural context, elementary school
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来源期刊
International Journal of Instruction
International Journal of Instruction EDUCATION & EDUCATIONAL RESEARCH-
自引率
38.90%
发文量
244
审稿时长
12 weeks
期刊介绍: nternational Journal of Instruction is an internationally recognized journal in the field of education and is published four times a year (in January, April, July & October). The aim of this journal is to publish high quality studies in the areas of instruction, learning, teaching, curriculum development, learning environments, teacher education, educational technology, educational developments. Studies may relate to any age level - from infants to adults. IJI, being an international journal, our editorial advisory board members are from various countries around the world. The articles sent to the Journal are always reviewed by two members of the Editorial Advisory Board (double blind peer review), and in some cases, if necessary, by another member of the Board. Depending on the evaluation reports of the members of the Editorial Advisory Board, articles are published or not. Article evaluation process takes approximately three months. The authors are responsible for the errors, if any, in their published articles. The articles need to be not published elsewhere previously.
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