使用RPG Maker MZ为4-7岁儿童开发游戏数学故事问题

M. Nuraminudin, Ika Asti Astuti, Sebastian Arby Susanto
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引用次数: 0

摘要

本研究旨在制作并测试使用RPG Maker MZ软件创建的RPG(角色扮演游戏)数学故事问题的可行性。所使用的研究方法是研究和开发方法,包括研究阶段(1)需求分析、(2)设计、(3)实施、(4)验证、(5)修订和(6)产品测试。需求分析阶段用于分析能力标准、硬件和软件规范。设计阶段包括游戏中的故事情节设计、展示设计、流程图和角色创作。实施阶段是将设计实现为实际产品的阶段。进行验证阶段是为了评估已经设计和创建的游戏的可行性,然后由专家确定,以获得改进所需的批评和建议,从而使游戏变得更好。试验阶段是通过直接应用于儿童学习来进行的。这项测试是用问卷对4-7岁的受访者进行的。通过描述性分析对获得的数据进行处理,以确定游戏的可行性水平。数据分析结果显示,根据材料专家的说法,可行性水平为96%,属于非常可行类别,儿童作为用户的可行性水平为83.75%,属于非常可行性类别。
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 Math Story Problems Menggunakan RPG Maker MZ untuk Anak 4-7 Tahun
This study aims to produce and test the feasibility of an RPG (Role Playing Game) Math Story Problem created using the RPG Maker MZ software. The research method used is the Research and Development method using research stages (1) needs analysis, (2) design, (3) implementation, (4) validation, (5) revision and (6) product testing. The requirements analysis stage is used to analyze competency standards, hardware and software specifications. The design stage includes storyline design, display design, flowchart and character creation in the game. The implementation stage is the stage of realizing the design into an actual product. The validation stage is carried out to assess the feasibility of the game that has been designed and created which is then determined by the experts to get the criticism and suggestions needed for improvement so that the game becomes even better. The trial phase is carried out by direct application in children's learning. This test was conducted on respondents aged 4-7 years using a questionnaire. The data obtained were processed by descriptive analysis to determine the level of feasibility of the game. The results of data analysis showed that the feasibility level according to material experts was 96% which was included in the very feasible category and children as users was 83.75% which could be categorized as very feasible.
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