scholarly journals Pelatihan Pengembangan Mobile Game Edukasi untuk Guru SMK Bidang Teknologi Komputer dan Informatika Kota Malang

2020 ◽  
Vol 3 (1) ◽  
pp. 31
Author(s):  
Wahyu Nur Hidayat ◽  
Syaad Patmanthara ◽  
Asih Setiani ◽  
Tri Atmadji Sutikno ◽  
Eddy Sutadji

Tujuan artikel ini adalah untuk menguraikan kegiatan peningkatan keterampilan guru SMK bidang TKI untuk mengembangkan mobile game edukasi. Pelaksanaan kegiatan pelatihan dilakukan di SMKN 2 Singosari dengan jumlah peserta sebanyak 30 guru SMK se Kota Malang. Pelatihan dilakukan dengan metode IN-ON-IN yang dimulai dengan kegiatan seminar terkait disruptive learning innovation dan workshop pengembangan game edukasi. Kegiatan ON merupakan penugasan pengembangan game dan di akhir kegiatan IN adalah evaluasi tugas dan kegiatan pelatihan. Berdasarkan hasil penilaian angket didapatkan bahwa 85 persen guru telah memahami karakteristik macam-macam game dan sebanyak 80 persen guru telah dapat mengembangkan mobile game edukasi. Kata kunci— pelatihan, media pembelajaran, game edukasi, guru SMK. AbstractThe purpose of this article is to outline the activities of vocational teacher skills improvement in the field of TKI to develop educational mobile games. The implementation of training activities was carried out at SMKN 2 Singosari with a total of 30 SMK teachers in Malang. The training was conducted using the IN-ON-IN method which began with seminars related to disruptive learning innovation and educational game development workshops. The ON activity is an assignment for game development and at the end of the IN activity is the evaluation of the tasks and training activities. Based on the results of the questionnaire assessment, it was found that 85 percent of teachers had understood the characteristics of various games and as many as 80 percent of teachers had been able to develop educational mobile games.Keywords— training, learning media, game education, vocational teacher

2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


2014 ◽  
Vol 644-650 ◽  
pp. 2898-2901
Author(s):  
Hong Tao Zhang ◽  
Qing Jie Sun ◽  
You Chun Liu

In this paper, it is proposed that Flash can replace game editors to develop mobile games. In an actual project, Flash is used as a graphic editing tool and directly produces together with simple ActionScript codes the data needed by game framework from Fla files, indicating that Flash can replace most of expensive commercial editors and has feasibility and practicability in aided design.


2021 ◽  
Vol 11 (2) ◽  
pp. 61-81
Author(s):  
Anik Das ◽  
Sumaiya Amin ◽  
Muhammad Ashad Kabir ◽  
Sabir Hossain ◽  
Mohammad Mainul Mainul Islam

Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender. They are the first in this field to perform an empirical study on women in Bangladesh to see how game-based learning can contribute to learn food calories. They further analyze and report the impact of participants' age, professions, and smartphone proficiency levels on their learning experience and progression. The study also conforms the finding of existing studies that game-based learning can enhance the learning experience.


2018 ◽  
Vol 8 (2) ◽  
pp. 55-67
Author(s):  
Mehran Gholizadeh ◽  
Fattaneh Taghiyareh ◽  
Saeed Alvandkoohi

The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player typology literature including precision, perfection, punctuality, presence, and pace. To this end, we analyzed the activities of players in a mobile educational game and then tried to classify players based on their preferences in how to deal with the game. Furthermore, as a step toward determining the association of features with each other, multiple linear regression analysis was conducted. The outcome of the investigations resulted in a model representing player interaction with the game in a way that it could be used to classify different types of players in educational mobile games.


2020 ◽  
Vol 14 (2) ◽  
pp. 141-158
Author(s):  
Sukman _Sukman

One of the fundamental activities in teacher professional development is the development of teacher skills, especially in conducting classroom action research. For the teachers who are members of the MGMP PAI West Lombok Regency, the teacher's ability to conduct classroom action research is still low. For that, we need an effort that can be used as an alternative to improve this capability, one of the efforts is through training activities. The research subjects were teachers of Islamic Religious Education at MGMP PAI at SMK West Lombok Regency. This research was conducted in two cycles. Methods of data using observation and documentation techniques. data validation used in this action research is democratic validation, process, and dialogue. Data analysis was carried out by comparing the results in the initial conditions, the results of cycle I, the results of cycle II. From the results of the research and training conducted during these two cycles, there was a change in the preparation of classroom actions for teachers who are members of the MGMP PAI, West Lombok Regency.


Proceedings ◽  
2021 ◽  
Vol 74 (1) ◽  
pp. 14
Author(s):  
Ourania Areta ◽  
Karel Van Isacker

Digitalization has transformed all aspects of life, from social interactions to the working environment and education, something that accelerated with the emergence of COVID-19. The same stands for education and training activities, where the use of digital tools has been gradually advancing and become merely online because of the virus. This brought forth the need to discuss further the applications, benefits, and challenges of digital tools within the framework of the education and training process, and the need to study examples of successful applications. This study aims to support both these requirements by presenting the case study of REFUGEEClassAssistance4Teachers project and its outcomes.


2014 ◽  
Vol 685 ◽  
pp. 651-654
Author(s):  
Yang Na Su

Mobile learning is the future development of digital learning, Due to the different mobile development system for different mobile devices, which became a major bottleneck for mobile development. Existing mobile learning resources are scarce, showing most of the text, web pages, video format, rare game theme unattractive for the format of fixed points, lack of reusability and versatility. Base on the characteristic of Dispersed, fragmentary characteristics of mobile learning, imitating the form of the theme of the popular online game, to make the learner a more active, more effective and more lasting in mobile learning. Use Flash to develop mobile learning teaching game, introduces the idea of integrable Ware to mobile game development, separate the knowledge from the game, and improve the reusability and versatility of the game.


Water ◽  
2021 ◽  
Vol 13 (6) ◽  
pp. 833
Author(s):  
Pedro Gavilán ◽  
Natividad Ruiz ◽  
Luis Miranda ◽  
Elsa Martínez-Ferri ◽  
Juana I. Contreras ◽  
...  

Irrigation sustainability is particularly important in the vicinity of Doñana National Park (Huelva, Spain), where Europe’s most important wetland area coexists with a profitable strawberry irrigation activity. In this paper, an innovation and technology transfer project was laid out. The project was promoted by the Institute of Agricultural and Fisheries Research and Training (IFAPA), belonging to the Regional Government of Andalusia. The main objective of the project was to contribute to the sustainability of the complex ecological, productive, and social system of this region. The project was focused on the rational use of water resources. Experimentation, demonstration, technology transfer, and training activities were carried out, involving public administrations, companies, and private farms. The project was carried out in collaboration with strawberry companies covering a total surface area of 1900 hectares. Irrigation application efficiency and irrigation water productivity increased by 66% and there was also a significant increase in water saving (44%), without resulting production losses. The success of the activity was based on the implication of farmers in experimentation assignments. During a five-year time span, irrigation trials took place on several farms. This fact allowed a progressive improvement of irrigation management by farmers based on confidence in the experimental work results.


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