scholarly journals An Analysis of Game Difficulty in ˋˋGame Panjol''

2021 ◽  
Author(s):  
Tutik Khotimah ◽  
Ika Ari Pratiwi ◽  
Much Arsyad Fardani

“Game Panjol” is an educational game that was developed by the researchers of this study. The educational theme discussed in this game is the diversity of ethnic groups and cultures in Indonesia for fourth grade elementary school students. This adventure game has a mission to save friends from different tribes and cultures. The purpose of this study was to determine the difficulty of this game. First the game difficulty was identified from the point of view of the game designers. Next, the game was tested with respondents and its difficulty was analysed from the players’ perspective. From the point of view of the game designer, this game is divided into 3 levels, which are easy, medium, and hard. The difficulty levels is based on the number and weight of obstacles in the game. From the point of view of the game player, the difficulty level is determined by the number of times their attempts are successful, how long it takes to finish, how many coins are earned, and how many friends are saved. For the 14 respondents, the success of the rescue mission at each level was 100%, while the collection of coins at easy, medium, and hard levels was 88.124%, 89.881%, and 80.382% respectively. Based on the comparison between the average number of trials and the maximum number of trials, each level is 20.476%, 28.151%, and 30.357%. Keywords: adventure, education, game

2015 ◽  
Vol 16 (3) ◽  
pp. 670-679 ◽  
Author(s):  
Seoung-Hey Paik

The purpose of this study was to explore how examples used in teaching may influence elementary school students' conceptions of evaporation and boiling. To this end, the examples traditionally used to explain evaporation and boiling in Korean 4th grade science textbooks were analyzed. The functions of these published examples were explanation (empirical recognition, identification, and evidence) and reinforcement (applications). However, few reinforcement functions (such as comparison and supposition) or clarification functions (such as extension and contrast) were employed. The evaporation and boiling conceptions of 41 students in the 4th grade, 55 students in the 5th grade, and 28 students in the 6th grade were surveyed. Many students thought of evaporation phenomena under heating conditions as boiling, and the same phenomena without an obvious source of heating as evaporation. This meant that the presence of heating affected the students' conceptions of evaporation and boiling. In this study, the students were presented with clarifying functional examples that were not included in the textbooks. After exposure to these examples, many students revised their misconceptions and adopted scientific conceptions. Previous studies have argued that students must be able to reason from a microscopic point of view to understand evaporation and boiling phenomena; however, the tested students were able to classify the two different phenomena after experiencing appropriate functional examples.


1986 ◽  
Vol 33 (9) ◽  
pp. 1
Author(s):  
B. Ross Taylor

We are preparing today's elementary school students to live in the information society of the twenty-first century. In that society, whether one is a “have” or a “have not” will be determined largely by one' s education; the ability to do mathematics and solve problems will be essential. Today we have dramatic racial inequities in employment and income. We also have great disparities by race in students' achievement and participation in mathematics. To reduce the inequities in society tomorrow, we must address the disparitie in mathematics today. In my opinion, this challenge is the major issue in mathematics education today.


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


2019 ◽  
Vol 8 (2) ◽  
pp. 101-112
Author(s):  
Yulia Yulia ◽  
Neni Marlina BR Purba ◽  
Januardi Nasir

One technology that is developing very rapidly now is information technology and mobile communication (mobile). Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so forth. But unfortunately mathematics is considered a difficult subject to understand and is considered terrible by some students who do not like the subject. Like what happened at 004 Batu Aji State Elementary School in Batam. In addition, learning techniques are a bit rigid, because they only come from textbooks. Therefore an educational game was made by incorporating elements of mathematics learning in it to make it look interesting and increase the interest of elementary school students. Indicator variables used are addition, subtraction, multiplication, and division. The purpose of this study is to apply and develop mathematics learning media in the form of an android-based educational game in the hope that it can improve the ability to count quickly, add insight and memory to students.


2019 ◽  
Vol 3 (1) ◽  
pp. 104
Author(s):  
Made - Rismawan ◽  
IGNM Kusuma Negara

ABSTRACT. Background. One of the causes of the low hand washing behavior in public elementary school students is due to the limited learning media used. The Educational Game Tool (EGT), specifically the snake ladder game, can be used as an alternative learning media about hand washing behavior in public elementary school students. This study aims to determine the effect of using EGT on hand washing behavior of public elementary school students in Denpasar City. Methods. This pre-experimental study used the design of the One Group Pre-Post Test Only and was carried out at SDN 3 Tonja. The sample in this study were 30 first grade students who were selected using a simple random sampling technique. The research instrument uses the Hand Washing Questioner and a snake ladder game developed by researchers. Result. The test results of data analysis using the Wilcoxon Sign Rank test showed that the handwashing behavior of all participants significantly increased after treatment (M = 15.5, p <0.001). Discussion. A pleasant EGT makes it easy for children to understand the positive behavior they want to instill. While carrying out this game, children begin to accept and be ready to carry out proper hand washing behavior in their daily lives. Through the games given, information about proper hand washing behavior is acceptable. Conclusion. EGT has an effect on increasing handwashing behavior in elementary school students.Keywords: educational game tool, hand washing behavior, elementary school students


2020 ◽  
Vol 12 (3) ◽  
pp. 165-178
Author(s):  
Zulkif Eser Sabirli ◽  
Ahmet Naci Coklar

The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success, motivation and attitudes of elementary school students. The participants of the research consist of 90 students studying in a public primary school in the 2017-2018 academic years. The research is also important for carrying out with primary school students as younger individuals who are missing in the literature. In the research designed in the quasi-experimental model, an experimental process was carried out with two different units ("In the Classrom" and "Numbers") in the English lesson, and it was observed that the educational games increased the students' access to the lesson. On the other hand, while educational games caused a difference in motivation towards the English lesson, no difference was found in the attitudes towards the lesson.   Keywords: Digital game, educational game, motivation, attitude,


Author(s):  
Wibisono S. Wardhono ◽  
I Arwani ◽  
M.I.C.S. Napitu

Difficulties of learning mathematics, especially basic arithmetic like addition, subtraction, multiplication and division, most commonly found in children of elementary school. The material covering basic arithmetic addition, subtraction, multiplication and division began to be taught to children aged 6-9 years that is between grades 1st to 3rd of elementary school. The research’s goals are developing interesting gameplay and interactive games as media learning of arithmetic for elementary school students in grade 1st to 3rd. Development of gameplay is expected to increase the interest of elementary school students on the concept of arithmetic and it will have implications for the success of teaching and learning arithmetic concepts for students. "Power Egg" is an interactive educational game. The game is designed based on the needs of gameplay by adding motoric exercises with the utilization of Kinect VR technology as input media. The game users target was Elementary Schools Students grade 1st to 3rd. The results of game testing showed that all students enjoy the games and 96% of students want to try the game again. After playing this game, the evaluation results of arithmetic material tested to thirty elementary school students showed an increase up to 8.8% compared to the evaluation before the students run the game.


CAHAYAtech ◽  
2020 ◽  
Vol 9 (1) ◽  
Author(s):  
Ahmad Daniaji Rosyiid ◽  
Elkana Lewi Santoso ◽  
Irfan Ramadhani

Computer subjects have their own appeal for elementary school students. Elementary school students are interested in computers because it is new to them. But in teaching and learning activities they are only interested in drawing and playing. In the typing lesson section, only a few students are interested in learning to type. Therefore, the teacher needs a more interesting way to provoke students' interest to be willing to type. This method is to invite students to play games with the educational elements of typing. This research was made using the GDLC method, game development begins with the initiation of a game model, pre-production with game planning and design, production by starting game coding, alpha version for the first test, beta version for the second test conducted by players, and version release, namely the form finished games that are ready to be played, which aims so that the system can be easily developed. This research was made to build an educational game with an educational element of typing. The software used to build this game is the Godot engine with the gdscript programming language. With an attractive game display, it is hoped that students will be more interested in learning to type.


Author(s):  
Viktor Pandra, Badrun Kartowagiran, Sugiman

This research is a development and measurement research. This research is conducted to develop a good instrument in measuring elementary school students’ skill by IRT approach which based on; 1) validity and reliability of instrument; 2) assumption test; unidimensional, local independence and parameter invariance; 3) characteristics of item test and 4) measuring students’ ability. This research is developed by the development model of DjemariMardapi, such as: 1) arranging test specification, 2) writing the test, 3) examining the test, 4) conducting trial test, 5) analyzing the item test, 6) improving the test, 7) assembling the test, 8) implementing the test and 9) interpreting the result of test. The research founding; 1) the range of aiken value developed for instrument test of grade 3 is 0.83-1. While the reliability coefficient of instrument test of math skill in grade 3 is 0.883. the result indicates that the item test developed has good validity and reliability. 2) unidimensional test is fulfilled since the test is proven only measure one dominant dimension i.e., the same skill. The assumption test of local independence is also fulfilled due to the value of covariant among interval of skill is small or close to zero. The calculation result between difficulty level from response includes in high category, therefore the assumption of parameter invariance of skill is fulfilled; 3) based on analysis of the three instruments of fit model result, it fits on 2Pl model, so on the parameter estimation of the item, overall package estimates on 2PL model or parameter b and a (difficulty level and trick). Based on the analysis result of parameter item test in grade 3 indicates that the overall item is on good categories of difficulty level and trick; 4) the measurement of students’ skill indicates that the average of students’ skill is 0.451 with the maximum skill score of students is 3.185 and the minimum students’ skill is -2.282. if it is observed from students’ average score, students in the research samples have good average of math skill.


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