“Elektrotektif”:利用案例学习探索电概念的教育游戏

IF 3.3 Q1 DEMOGRAPHY
D. Muliyati, Rizka Milenia, R. Fahdiran
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引用次数: 1

摘要

学习物理与日常生活中的许多情况有关。为物理学习开发了各种媒介,例如教育游戏。教育类游戏可以作为一种激励学生的方式,这些学生大多是在全数字环境中出生和成长的数字原住民。这项研究旨在制作一个基于案例的电力教育游戏,名为Elektrotektif。本研究采用ADDIE模型的研究开发方法。结果是一个调查游戏,其中有与日常生活中的电有关的案例,如短路,触电,静电放电。定量评价对学习媒体的方面验证值为86.5%,用户评价结果为86%,解释为“非常好”,可作为学习伴侣媒体使用。通过在游戏中使用案例来学习可以帮助学生将现实世界的情况联系起来,并为发生在他们周围的令人兴奋的物理事件提供解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“Elektrotektif”: An Educational Game to Explore Electricity Concept Using Case-Based Learning
Learning physics is relevant to many cases in everyday life. Various media have been developed for physics learning, e.g., educational games. Educational games can be used as a way to motivate students who are mostly digital natives who were born and grew up in an all-digital environment. This research aims to produce a case-based educational game on electricity called Elektrotektif. This study used the research and development method with the ADDIE model. The result is an investigative game in which there are cases related to electricity in daily life, such as short circuits, electrocution, and electrostatic discharge. The quantitative evaluation results in a value of 86.5% for aspects validation of learning media, and the results from the user were 86%, with the interpretation “very good” to be used as learning companion media. Learning by using cases in a game can help students connect to real-world situations and provide solutions to physical events that excitingly occur around them.
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