{"title":"利用 Abode Animate CC,通过基于安卓智能手机的互动教育游戏发展陆吾文化","authors":"L. Suryani, Sukmawaty Sukmawaty","doi":"10.35445/alishlah.v15i4.3533","DOIUrl":null,"url":null,"abstract":"This study aims to develop educational games application based on adobe animate cc and determine the validity and practicality of interactive educational games based on Android smartphones. This type of research is RD (Research and Development) with the MLDC (Multimedia Development Life Cycle) model. This research was conducted and The student population of the Madrasah Ibtidayah Teacher Education study program IAIN Palopo for the 2021/2022 academic year is as many as 87 students. Meanwhile, the subjects of the trial were second-semester students who programmed social studies courses MI/SD, as many as 15 students. Data collection techniques used in this study were interviews, observation of validity questionnaires, and practicality questionnaires. From the data collection, the application development process uses the MDLC (Multimedia Development Life Cycle) development model, which consists of 6 stages: concept, design, collecting material, assembly, testing, and distribution. This research find that this application can improve the comprehension of students specially the fundanemtal of palopo’s culture after using this game Experts tested the game application with the final result that the product value obtained from material experts was 94% (feasible for distribution). Media experts produce a percentage score of 90% (very decent for distribution). In contrast, the practicality test resulted in a final score percentage of 90% (efficient). Then the final value obtained from the practicality test results of 92% is efficient and can be disseminated.","PeriodicalId":515926,"journal":{"name":"AL-ISHLAH: Jurnal Pendidikan","volume":"55 10","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Development of Luwu Culture Through Interactive Educational Games Based on Android Smartphones by Using Abode Animate CC\",\"authors\":\"L. Suryani, Sukmawaty Sukmawaty\",\"doi\":\"10.35445/alishlah.v15i4.3533\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to develop educational games application based on adobe animate cc and determine the validity and practicality of interactive educational games based on Android smartphones. This type of research is RD (Research and Development) with the MLDC (Multimedia Development Life Cycle) model. This research was conducted and The student population of the Madrasah Ibtidayah Teacher Education study program IAIN Palopo for the 2021/2022 academic year is as many as 87 students. Meanwhile, the subjects of the trial were second-semester students who programmed social studies courses MI/SD, as many as 15 students. Data collection techniques used in this study were interviews, observation of validity questionnaires, and practicality questionnaires. From the data collection, the application development process uses the MDLC (Multimedia Development Life Cycle) development model, which consists of 6 stages: concept, design, collecting material, assembly, testing, and distribution. This research find that this application can improve the comprehension of students specially the fundanemtal of palopo’s culture after using this game Experts tested the game application with the final result that the product value obtained from material experts was 94% (feasible for distribution). Media experts produce a percentage score of 90% (very decent for distribution). In contrast, the practicality test resulted in a final score percentage of 90% (efficient). Then the final value obtained from the practicality test results of 92% is efficient and can be disseminated.\",\"PeriodicalId\":515926,\"journal\":{\"name\":\"AL-ISHLAH: Jurnal Pendidikan\",\"volume\":\"55 10\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-01-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AL-ISHLAH: Jurnal Pendidikan\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.35445/alishlah.v15i4.3533\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AL-ISHLAH: Jurnal Pendidikan","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35445/alishlah.v15i4.3533","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Development of Luwu Culture Through Interactive Educational Games Based on Android Smartphones by Using Abode Animate CC
This study aims to develop educational games application based on adobe animate cc and determine the validity and practicality of interactive educational games based on Android smartphones. This type of research is RD (Research and Development) with the MLDC (Multimedia Development Life Cycle) model. This research was conducted and The student population of the Madrasah Ibtidayah Teacher Education study program IAIN Palopo for the 2021/2022 academic year is as many as 87 students. Meanwhile, the subjects of the trial were second-semester students who programmed social studies courses MI/SD, as many as 15 students. Data collection techniques used in this study were interviews, observation of validity questionnaires, and practicality questionnaires. From the data collection, the application development process uses the MDLC (Multimedia Development Life Cycle) development model, which consists of 6 stages: concept, design, collecting material, assembly, testing, and distribution. This research find that this application can improve the comprehension of students specially the fundanemtal of palopo’s culture after using this game Experts tested the game application with the final result that the product value obtained from material experts was 94% (feasible for distribution). Media experts produce a percentage score of 90% (very decent for distribution). In contrast, the practicality test resulted in a final score percentage of 90% (efficient). Then the final value obtained from the practicality test results of 92% is efficient and can be disseminated.