EduSdamada:使用 Unity2D 为小学生开发教育性移动游戏

Aga Dandi Prasetio, M. A. Rosid
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引用次数: 0

摘要

本研究的重点是利用 Unity2D 应用程序开发一款教育手机游戏 "EduSdamada",旨在解决信息技术对教育的影响问题。由于手机和智能手机对学习有很大的影响,教师面临着采用有效方法吸引学生参与的挑战。该游戏结合了学习和游戏元素,为小学生提供了愉快而有效的学习体验。研究遵循软件和应用程序开发常用的 ADDIE 模型(分析、设计、开发、实施和评估)。通过对 7 岁儿童的问卷调查收集的数据显示,81.8% 的儿童喜欢玩包含学习内容的游戏,45.5% 的儿童认为 "EduSdamada "是一种愉快的体验。虽然该游戏在画面、功能和效果方面存在一些不足,但调查结果强调了未来改进的潜力。 亮点 针对信息技术对教育的影响,使用 Unity2D 应用程序开发了一款教育手机游戏 "EduSdamada"。 该游戏成功结合了学习和游戏元素,为小学生提供了愉快而有效的学习体验。 调查问卷的数据分析显示,81.8%的 7 岁儿童喜欢玩带有教育元素的游戏,其中 45.5%的儿童认为 "EduSdamada "是一种愉快的体验,这表明该游戏具有进一步改进的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
EduSdamada: Developing an Educational Mobile Game for Elementary School Children using Unity2D
This research focuses on the development of an educational mobile game, 'EduSdamada,' using the Unity2D application, with the aim of addressing the impact of information technology on education. As mobile phones and smartphones greatly influence learning, teachers are challenged to adopt effective methods to engage students. The game combines learning and play elements to provide enjoyable and effective learning experiences for elementary school children. The research follows the ADDIE model (analysis, design, development, implementation, and evaluation) commonly used for software and application development. Data collected through questionnaires from 7-year-old children revealed that 81.8% of them enjoy playing games that incorporate learning aspects, and 45.5% found 'EduSdamada' to be an enjoyable experience. While the game exhibits some shortcomings in terms of graphics, features, and effects, the findings underscore the potential for future improvements. Highlights: Developed an educational mobile game, 'EduSdamada,' using Unity2D application, catering to the impact of information technology on education. The game successfully combines learning and play elements, providing enjoyable and effective learning experiences for elementary school children. Data analysis from questionnaires revealed that 81.8% of 7-year-old children enjoy playing games with educational components, with 45.5% finding 'EduSdamada' to be an enjoyable experience, indicating its potential for further improvements.
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