scholarly journals Statistical Learning Game Application Assets for 5th Grade Elementary School Student

2018 ◽  
Vol 7 (4.9) ◽  
pp. 78
Author(s):  
Jurike Moniaga ◽  
Yasinta Indrianti ◽  
Sasmoko . ◽  
Senly-Anthonius Halim

Mathematics is often identified with difficult subjects, because most people find it difficult to understand mathematics. On the other hand, games can provoke interest in learning and can improve cognitive and motor skills. The research discusses the development of educational games to help learning mathematics in the theme of statistics in 5th grade elementary school student. This educational game is designed with research methods. The application is designed using UNITY to run the program, Paint tool SAI to draw characters, Dragon bones for animation, Adobe Photoshop to create sprite sheet. The results of this research were tried out to students of an elementary school in Jakarta through working on the questions in the game.  

2011 ◽  
Vol 1 (1) ◽  
pp. 45-58 ◽  
Author(s):  
Michael D. Kickmeier-Rust ◽  
Elke Mattheiss ◽  
Christina Steiner ◽  
Dietrich Albert

One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakness, personality, and experiences with gaming. Considering motivation being a fragile and constantly changing state, it is important to continuously assess learning and gaming processes and the oscillations of motivation and immersion within a game. With this premise in mind, the authors developed a psycho-pedagogical approach to a non-invasive embedded assessment of motivational states and learning progress, feeding into a dynamic, ontology-driven learner (and gamer) model. To evaluate the approach, the demonstrator games were subject to intensive quantitative and qualitative experimental research. Results show that a meaningful personalization and an individual support are key factors of the success of learning games.


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


2020 ◽  
Vol 4 (2) ◽  
pp. 64
Author(s):  
Alma Bryan Fitri Finika ◽  
Septi Andryana ◽  
Ratih Titi Komalasari

The perception of many students that mathematics is known to be difficult has made the experience negative, so that it has a general impact when adjusting to meeting material calculations. One of the basic materials of mathematics is geometry. This material has provided experiences for Elementary School (SD) children at grade 2 (two) to grade 4 (four). So, one solution is to play with Geometry Space. One of the android-based educational games that provides a media for self-adjustment in understanding material from Geometry. This study designed the Fisher-Yates algorithm in an educational game based on android which is named "Ruang Geometri". An algorithm that will help in randomizing the questions on the "Ruang Geometri" quiz. The purpose of this game is to change students' perceptions to be positive about mathematics because it is no longer a scary subject but fun. The results of this study are to recognize flat and space shapes in the form of educational games.Keywords:Mathematic; Educational Game; Fisher-Yates Algorithm.


Author(s):  
Michael D. Kickmeier-Rust ◽  
Elke Mattheiss ◽  
Christina Steiner ◽  
Dietrich Albert

One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakness, personality, and experiences with gaming. Considering motivation being a fragile and constantly changing state, it is important to continuously assess learning and gaming processes and the oscillations of motivation and immersion within a game. With this premise in mind, the authors developed a psycho-pedagogical approach to a non-invasive embedded assessment of motivational states and learning progress, feeding into a dynamic, ontology-driven learner (and gamer) model. To evaluate the approach, the demonstrator games were subject to intensive quantitative and qualitative experimental research. Results show that a meaningful personalization and an individual support are key factors of the success of learning games.


Author(s):  
Carlos Henrique Nunes da Silva ◽  
Itatiane Borges Lima ◽  
Ingrid Chirstine da Silva Freire

Resumo O presente artigo surgiu a partir do interesse nos jogos que envolvesse Matemática durante o estágio escolar em um projeto chamado Jovens Matemáticos, no qual tinha como propósito a utilização de jogos direcionados a aprendizagem da Matemática. Nesse estudo, optou-se por investigar o uso do jogo de palitos como um suporte para aprendizagem do conteúdo de probabilidade no 5º ano do ensino Fundamental I. Objetivamos analisar a influência do jogo de palitos na compreensão dos estudantes do 5º ano sobre o conteúdo de probabilidade, buscando identificar sua influência, em particular, no que se refere à aleatoriedade, ao espaço amostral e ao cálculo probabilístico. Foi realizado um pré-teste com 18 alunos do 5º Ano para analisar os conhecimentos prévios dos alunos e após a familiarização do jogo realizamos o pós-teste para saber a influência do jogo. Conclui-se que de modo geral o jogo pode ser um instrumento para compreensão do conteúdo em questão nas abordagens do raciocínio probabilísticos, identificação do espaço amostral e estimativas de eventos aleatórios. Palavras-chave: Probabilidade. Jogo dos Palitos. Situação de Jogo. Resume:The present article arose from the interest in games that involved Mathematics during the school stage in a project called Young Mathematicians, whose purpose was the use of games aimed at learning Mathematics. In this study, we chose to investigate the use of matchstick as a support for learning Probability content in the 5th grade of elementary school I. We aimed to analyze the influence of matchstick on the understanding of 5th grade students on the content of Probability, seeking to identify its influence, particularly with regard to randomness, sample space and probabilistic calculation. A pre-test was conducted with 18 5th graders to analyze the students' previous knowledge and after the familiarization of the game we performed the post-test to know the influence of the game. It is concluded that in general the game can be an instrument for understanding the content of Probability in approaches to probabilistic reasoning, sample space identification and random event estimates. Keyword: Probability; Matchsticks; Gambling situation.


2017 ◽  
Vol 7 (1) ◽  
pp. 36-56 ◽  
Author(s):  
Bruce M. McLaren ◽  
Deanne M. Adams ◽  
Richard E. Mayer ◽  
Jodi Forlizzi

Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studes in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The empirical study reported in this paper provides evidence that a mathematics educational game can provide superior learning opportunities, as well as be more engaging. In a study involving 153 students from two middle schools, 70 students learned about decimals from playing an educational game—Decimal Point—whereas 83 students learned the same content by a more conventional, computer-based approach. The game led to significantly better gain scores in solving decimal problems, on both an immediate (d = .43) and delayed (d = .37) posttest and was rated as significantly more enjoyable (d = .95). Low prior knowledge students especially benefitted from the game. This paper also summarizes the game's design characteristics.


2020 ◽  
Vol 32 (2) ◽  
pp. 57-68
Author(s):  
Sigit Pamungkas

ABSTRAKPenelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian tindakan kelas dengan subyek penelitian siswa kelas VI SD Negeri Gentan 04 sebanyak 22 siswa. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau siswa berada dirumah masing-masing. Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar siswa 51,36 dengan katagori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar siswa 93,45 dengan katagori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar siswa sebanyak 42,09. Dengan demikian penelitian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar siswa dalam pembelajaran daring pada tema Globalisasi. Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Media Game. ABSTRACTThis study aims to determine the increase in learning outcomes in online learning through quizizz educational game media. This research is a classroom action research with 22 students of grade VI SD Negeri Gentan 04 as subjects. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the stages of research is slightly different from classroom learning because learning is carried out separately or students are at home. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.36 with a sufficient category. Whereas in the second cycle the average value of student learning outcomes was 93.45 with a high category. So from cycle I and cycle II there was an increase in student learning outcomes as much as 42.09. Thus the study can be concluded that learning media based on educational games quizizz can improve student learning outcomes in online learning on the theme of globalization.Keywords: Learning Outcomes, Online Learning, Game Media.


2019 ◽  
Vol 3 (1) ◽  
pp. 17
Author(s):  
Titus Kristanto ◽  
Rachman Arief

Education is a process to mature someone from various sectors. Education can be taken from various processes both formal, informal and non-formal education. At the age of children 0-6 years, is the right period of the child's brain is growing rapidly. So that it can absorb quickly both heard and seen. Based on data from the Education Authorities, the results of the National Examination  for elementary school have decreased compared to previous years. The decline in the value of the National Examination is caused by students being less interested in learning. In order for students to be interested in learning, innovation is needed in the form of educational games as learning media. The educational game is intended for grade VI elementary school students to face the National Examination. The result of making educational games is that students are more comfortable playing games while learning, so they can add insight and knowledge, and strengthen student's memory.ABSTRAK Pendidikan merupakan proses untuk mendewasakan seseorang dari berbagai sektor. Pendidikan dapat ditempuh dari berbagai proses baik pendidikan formal, informal, maupun non-formal. Pada usia anak 0-6 tahun, merupakan periode yang tepat otak anak sedang berkembang dengan pesat. Sehingga dapat menyerap secara cepat baik yang didengar maupun yang dilihat. Berdasarkan data dari Dinas Pendidikan, hasil nilai Ujian Nasional untuk jenjang SD mengalami penurunan dibandingkan dengan tahun-tahun sebelumnya. Penurunan nilai Ujian Nasional disebabkan siswa kurang tertarik untuk belajar. Supaya siswa tertarik untuk belajar, diperlukan inovasi berupa game edukasi sebagai media pembelajaran. Game edukasi tersebut ditujukan bagi para siswa kelas VI SD untuk menghadapi Ujian Nasional. Hasil dari pembuatan game edukasi adalah para siswa agar lebih nyaman bermain game sambil belajar, sehingga dapat menambah wawasan dan pengetahuan, serta memperkuat daya ingat siswa.Kata kunci : game edukasi; pendidikan; ujian nasional; siswa SD


2021 ◽  
Vol 1 (1) ◽  
pp. 98-108
Author(s):  
Nurcahyani Dewi Retnowati ◽  
Yanti Alif Al-Afiah

Knowing and understanding Pancasila as the basic of the state is mandatory for all Indonesian people, especially for children in the life of nation and state in order to maintain unity and unity of the Republic of Indonesia. Pancasila learning can be applied through games that will introduce and provide understanding for elementary school. Introduction and understanding of Pancasila values for elementary school in the form of android-based educational game using game maker studio software that support in making educational game. The results of the study show that the Educational Game has become a new alternative in learning as well as playing media. The results of testing on the android platform indicate that this game can be installed on several android platforms ranging from KitKat, Lollipop, Marshmallow, and Oreo. In using the game also shows good performance on each button. This game has been through several stages of design and testing and the results of questionnaires from 50 respondents indicate the level of feasibility of Educational Games to be used with a percentage of 86.28% which means that most users consider this game interesting and can play and understand Education Games.


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