MYTH TROUBLES: An Open-Source Educational Game in Scratch for Greek Mythology

2017 ◽  
Vol 49 (1) ◽  
pp. 71-91 ◽  
Author(s):  
Olympia Evangelopoulou ◽  
Stelios Xinogalos

Background. Educational games are nowadays used for facilitating the teaching and learning process of various subjects. History is one of the subjects that simulations and games are used for promoting active learning and supporting students in comprehending various history-related subjects. Aim. This article reports on a new educational game on Greek mythology, called MYTH TROUBLES, designed and developed from scratch with the aim of supporting primary school students in studying Greek mythology and raising their interest on the subject of history. Method. The article presents the educational rationale and design of MYTH TROUBLES in the context of an educational games design model proposed in the literature. Since the game was implemented with the platform of Scratch and it is available online both for students (or anyone interested in Greek Mythology) and game developers, some information for its implementation is also provided. The results of a pilot evaluation of MYTH TROUBLES with the help of 21 experienced school teachers are presented, along with proposals for improvement and extension of the game. Results. Teachers evaluated positively MYTH TROUBLES in terms of acceptability, usability, utility as an educational tool, as well as its interface and game play and expressed their willingness to use it in the classroom. Conclusions. MYTH TROUBLES is considered appropriate by teachers for supporting the teaching and learning of Greek mythology and assessing its educational value in class is the next step. Scratch is appropriate for implementing such educational games and sharing them with interested players and game developers.

2021 ◽  
Vol 16 (1) ◽  
pp. 31-37
Author(s):  
Meuthya Aulia Dodhy Putri ◽  
Bagoes Widjanarko ◽  
Martini Martini

Background: In 2016, the number of Dengue Hemorrhagic Fever (DHF) patients in Southeast Sulawesi has reported as much as 3,433 cases with IR 132.50 per 100,000 populations. The highest case incidence in Kendari reached 1,093 cases (IR = 372.80 per 100,000 population) with the highest cases in the age group 5-14 years reaching 44.9%. This study aims to examine the effect of snake-ladders modification game, as an educative game, for improving DHF prevention in terms of attitudes and behavior of scout students in elementary school.Method: The study is a quasi-experimental study with pretest-posttest group design by using purposive sampling. The subject is 50 students of Primary School Scouts in the working area of Puskesmas Poasia, Kendari City. Data was collected using a questionnaire and analyzed by Wilcoxon and Mann-Whitney tests.Results: There is an increase of knowledge (p < 0,001), attitudes (p < 0,001), and practices (p < 0,001) of primary school students in the prevention of DHF by providing educational game through snake-ladders modification. It recommends that educational game needs to be developed for health education in elementary students.  


Author(s):  
Maria Ivasyuk

In the article the problem of peculiarities of formation of communicative competence of first grade students with the help of educational games is analyzed. The initial level of formation of communication skills and abilities of schoolchildren is experimentally researched. The difference between the concepts of «communicative competence» and «language competence» is determined. The peculiarities are analyzed and the main ways of using games in the educationalprocess for developing primary school students’ communicative competence are determined.The influence of educational games on the level of formation of communicative competence is characterized. It is noted that communicative competence affects not only mastering the required amount of language and speech knowledge, but also the process of forming primary school students’ skills of practical use of language in speech and reflects their skills of communicating with others and ability to choose communication strategies and apply a set of relevant skills. The process of formation of communicative competence of 1st grade students involves mastering the skills and abilities of using means of verbal and nonverbal speech; development of dialogic and monologue speech; mastering the culture of oral and written speech and development of skills to navigate in a variety of communicative situations.It has been proved that educational games, because of repeated perception and reproduction of the material, provide strong memorization of lexical units and grammatical structures and influence motivated transfer and use in new gamequalities necessary for establishing contacts with peers.The pedagogical requirements for the use of didactic games during morning meetings and lessons in primary school are determined. In particular, it has been researched that games must correspond to age, individual characteristics and special educational and, in particular, language abilities; the form and content of the game must be substantiated pedagogically and didactically; it is obligatory to involve as many children as possible in the game and to use games in order to develop all kinds of speech activities.The article describes the author’s own pedagogical experience and provides guidelines for the use of educational games in the primary school educational process.


2021 ◽  
Vol 13 (14) ◽  
pp. 7919
Author(s):  
Juan Chen ◽  
Shuxia Yang ◽  
Bing Mei

Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.


2019 ◽  
Vol 3 (2) ◽  
pp. 124-130
Author(s):  
Nindian Puspa Dewi ◽  
Indah Listiowarni

Games are media that can be used in the learning process to stimulate students in teaching and learning activities in the classroom. The game used is a game that has been adapted to the needs of learning in the classroom called game based learning or educational games. English subjects are difficult to learn by elementary students at SDN Bujur Barat II, so the use of learning media is needed to attract students' interest in learning the subject. In this study, an educational game was made based on the SD English curriculum consisting of writing, reading, listening, and speaking, which was built using the Ionic programming language and the PHP Framework.


KOMTEKINFO ◽  
2020 ◽  
Vol 7 (1) ◽  
pp. 77-83
Author(s):  
Irzal Arief Wisky ◽  
Riki Iskandar ◽  
Dinul Akhiyar

The media is one of the factors that also determines the success of teaching because it helps students and teachers deliver the subject matter in connection with the teaching objectives. In this condition the use of instructional media in the form of multimedia can improve the efficiency of the process and the quality of teaching and learning outcomes. the use of media in the teaching and learning process can arouse new desires and interests, generate motivation and stimuli for learning. In dealing with students who can be said to not be able to motivate themselves, this becomes a challenge for a teacher. So that the application of multimedia applications can help students in learning, training and directing students in primary schools in the introduction of animal development.


2021 ◽  
Vol 1 (2) ◽  
pp. 54
Author(s):  
Rico Yupita ◽  
Ridwan Sanjaya ◽  
Bernadinus Harnadi

The purpose of this research is to find out the ways to make Catholic Subject learning more enjoyable, convenient, and helpful by designing "A New Me" game that were in accordance with primary student’s necessity. This educational game was designed to teach students about the Fruit and Gifts of the Holy Spirit. The game has been examined to 50 Primary School students in age range of 10–12 years old. The subject matter used is the Fruit and Gifts of the Holy Spirit. The results of this research showned that the desire to play “A New Me” game is greatly influenced by the experience of playing digital games before, effort expectancy, enjoyment, and usability in  playing the game.


Children ◽  
2021 ◽  
Vol 8 (8) ◽  
pp. 666
Author(s):  
Javier Cachón-Zagalaz ◽  
Déborah Sanabrias-Moreno ◽  
María Sánchez-Zafra ◽  
Amador Jesús Lara-Sánchez ◽  
María Luisa Zagalaz-Sánchez

Physical Education is one of the subjects that arouses the most interest in children. The aim of this study is to find out the opinion that primary school students have about the Physical Education class. Drawings from a sample of 62 students from an educational centre in the city of Jaén, aged between six and eight years old, were analysed. The results show that the larger size of the drawings corresponds to the aspects that are to be emphasised. This subject is carried out regularly in the sports pavilion of the centre, making frequent use of materials such as sticks, hoops or balls. Cheerful colours are used, reflecting their enthusiasm for the subject. The smiling facial expression represents the schoolchildren’s interest in the subject. The most popular games or sports are basketball and pichi, both of them collective.


2021 ◽  
Vol 14 (1) ◽  
pp. 53-59
Author(s):  
Fadhli Ranuharja ◽  
Ganefri Ganefri ◽  
Bayu Ramadhani Fajri ◽  
Febri Prasetya ◽  
Agariadne Dwinggo Samala

In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.


MOTORIC ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 147-153
Author(s):  
Muchamad Arif ◽  
Ida Ayu Puspita Sari ◽  
Lukman Junaedi ◽  
Rofik Jalal Rosyanafi

This study aimed to determine the use of educational games to improve memorization of 1-20 numbers in TK Diponegoro Surabaya. This school is located at Jalan Kedung Sroko No.17 Surabaya. The sample of this study was the children of B group Diponegoro Kindergarten. The authors used descriptive qualitative methods. The author focused on how to apply the use of educational games to improve memorization numbers 1-20 at Tk Diponegoro Surabaya. The author made observations during the 3x meeting. Each meeting, they play a different educational game but with the same content. The subject of the research was Diponegoro Kindergarten with 20 students. The results showed that students were very enthusiastic in learning to memorize numbers 1-20 as well as improving children's fine motor skills.. Keywords: educational games, memorizing, numbers 1-20


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


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