SD - 02基于Android的南瓜小屋的开发应用程序使用Adobe Flash CS6

IF 0.8 4区 艺术学 0 ART
Design Journal Pub Date : 2023-01-04 DOI:10.58477/dj.v1i1.62
Jonatan Manik, NM Faizah, Winton Ginting
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引用次数: 1

摘要

这项研究是在南雅加达Cilandak的Pagi Pondok Labu SD 02进行的,其背景是当今教育中使用的学习过程,即基于计算机的学习媒体仅局限于将纸张媒体转换为具有相同外观的数字媒体。这就是导致学习媒体不太理想的原因,就像数学学习过程中的情况一样,小学数学学习材料中使用的媒体不太有吸引力,因为学习过程在教学和学习过程中仍然使用经典方法或传统方法。本研究方法采用快速应用开发(RAD)方法,数据收集方法采用观察法、访谈法和文献研究法。本研究旨在设计和构建基于android的数学教育游戏形式的学习媒体应用程序。研究结果是在Pondok Labu 02 Pagi小学以数学教育游戏应用程序的形式进行的,该应用程序可以用智能手机或笔记本电脑作为媒介,以提高学生的学习兴趣,并为教师提供学习数学的媒体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Aplikasi Game Edukasi Matematika SD 02 Pagi Pondok Labu Berbasis Android dengan Metode Rapid Application Development Menggunakan Adobe Flash CS6
This research was conducted at SD 02 Pagi Pondok Labu, Cilandak, South Jakarta, with a background of the problem, namely the learning process used in education today where computer-based learning media is only limited to transferring paper media to digital media with the same appearance. This is what causes the learning media to be less than optimal as is the case in the mathematics learning process where the media used in learning material about mathematics in elementary schools is less attractive because of the learning process that still uses classical methods or conventional methods in the teaching and learning process. This research method uses the Rapid Application Development (RAD) method while the data collection methods used are observation, interviews, and literature study. This study aims to design and build learning media applications in the form of Android-based math educational games. The results of the research are in the form of a mathematics educational game application at Pondok Labu 02 Pagi Elementary School that can be played with a smartphone or laptop as a medium to increase interest in learning for students and media for teachers in providing learning about mathematics.
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来源期刊
CiteScore
2.00
自引率
20.00%
发文量
68
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