scholarly journals Pengembangan Media ICT Berbasis Chemoedutainment Berupa Chemblocks Games Untuk Memfasilitasi Pembelajaran di Masa Pandemi COVID-19

EduKimia ◽  
2021 ◽  
Vol 3 (3) ◽  
pp. 167-173
Author(s):  
Nillam Puspitaningrum ◽  
Munasprianto Ramli ◽  
Luki Yunita

The use of ICT learning media is needed to support the learning process. This is due to the implementation of the 2013 curriculum, technological developments in the era of the industrial revolution 4.0, and the COVID-19 pandemic. One example of ICT media that is in great demand by students is learning multimedia in the form of educational games with the Chemoedutainment method. This study aims to produce an educational game application called Chemblocks Games based on Chemoedutainment on chemical bonding materials. The subjects in this study were expert validators, teachers, and students. This study uses the TSRD model R and D method, which consists of the following stages Pre development, Development, and Post Development. The instruments used are a mix of teacher needs analysis interviews, student needs analysis questionnaires, validation sheets, also teacher and student response questionnaires. Validation data processing techniques and response questionnaires use a Likert scale. Data analysis was carried out by converting the results of the Likert scale points into percentages. Chemblocks Games received an assessment from material experts of 88.61 percent, media experts of 83.5 percent and teacher participant test assessments of 94 percent. So the Chemblocks Games product is in the very decent category. Based on the results of the student response questionnaire in the limited test, the percentage obtained was 84.5 percent in the material aspect, 86.5 percent in the language aspect, and 87 percent in the attractiveness aspect. So the students response to the Chemblock Games application is in the Very Good category.

2019 ◽  
Vol 10 (1) ◽  
pp. 40-47
Author(s):  
Vivianti Vivianti ◽  
Dwi Ratnawati

This study aims to create children's learning media in the form of educational games for dollhouses for daily prayer memorization and life skills education for early childhood.The development method used in making this product is the method of research and development (R And D). The stages of development used in this study consisted of needs analysis, identification of product specifications, product development, product validation, product revisions and trials. The subjects in this study amounted to 6 with the object of daily doll house prayer research. The data collection method used was a questionnaire filled out by trustees. The data analysis technique used in this research is descriptive analysis. The final product is a doll house educational game kit that is integrated with Arduino nano and Reed switch. Products can produce daily prayer sounds and various sound effects that support children's competence in memorizing daily prayers and life skills education. Reed switches are placed in parts of the dollhouse that are set to produce sound. This educational game is presented in a package with Muslim dolls in which there are magnets. When the doll is about a Reed switch, the program on Arduino Nano will give a command to the DFPlayer mini to turn on the sound of prayer and sound effects in accordance with the role activities carried out by children.


2021 ◽  
Vol 2 (3) ◽  
pp. 221-230
Author(s):  
Septiana Ika Ningtyas

Educational game applications are currently being used by students, from kindergarten to college students. Due to the idea of ??educators providing fun learning when learning is done online (on a network) with the Covid-19 virus outbreak, it requires every resident to practice social distancing where to avoid crowds, activities that require many participants and so on. Of course it is not an easy thing when students are "forced" to be technology literate, especially at an early age, namely the kindergarten level and it becomes quite confusing because the majority of parents and teachers do not understand how to use educational games and this is quite complicated in its application coupled with lack of parental supervision when their children play online games and the use of internet quota which is quite consuming because their children often use them to play online games. The purpose of this activity is to introduce teachers to online games that are more educative to students as a means to refresh students' minds when learning to only use books and train students' focus on deepening the material that has been given. The method used is to provide education as well as workshops and direct practice of using this educational game. The results obtained from this program are educandy games are very useful both teachers and students at TKQ Al-Banna have a new activity, namely the teacher can combine learning methods from conventional ones combined with technology that makes learning easier and teachers can deliver material and practice questions no longer monotonous and distract students from online games that are less educational.


2021 ◽  
Vol 11 (1) ◽  
pp. 16-25
Author(s):  
Karseno ◽  
Sariyasa ◽  
I.G. Astawan

Online learning during this pandemic has an impact on students' low mathematics learning outcomes caused by the difficulty of teachers in explaining the material and the lack of learning media. This development research aimed to develop a valid and practical educational game media Android-based on the integers topic for grade VI Elementary School. This research was carried out using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The educational game entitled “Ayo Selamatkan Bumi”. This game contained math subject on the topic of integers. The data collection method used a questionnaire involving experts, teachers, and students. The validity test of educational games was conducted by two material experts, two learning media experts, and two practitioners. A limited trial was conducted online at 9 grade VI students of SD Negeri 2 Banjar Anyar to determine the practicality of the educational game. The results of the validity test and limited trial were analyzed using the mean formula to determine the average score. The results showed that the material expert score was 4.85 and media expert score was 4.88 which means superfine. As for practicality, the score was 4.5 with superfine criteria. It can be concluded that this educational game can be used as a mathematics learning media on the integers topic for grade VI students of Elementary School.


Author(s):  
Louise Sauvé ◽  
Lise Renaud ◽  
Mathieu Gauvin

As the first of five chapters describing the development process for a generic educational game shell, this chapter discusses how the authors analyzed 40 computerized educational games to determine the main characteristics built into digital educational games. The analysis allowed comparison of game attributes with the pedagogic and technical needs of target populations (i.e., primary and secondary school teachers and students) and their learning contexts.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


BIODIK ◽  
2018 ◽  
Vol 4 (1) ◽  
pp. 1-7
Author(s):  
Djumroh Rosifah ◽  
Muh Amir Masruhim ◽  
Sukartiningsih Sukartiningsih

This study addresses four domains: 1) description of Role Playing learning model use as a learning strategy in Biology instructional process at school, 2) perspectives and threats obtained by teachers at school when addressing Protein Synthesis topic 3) Role Playing learning model in Protein Synthesis topic of Biology learning, 4) the influence of Role Playing learning model towards motivation and Biology learning outcome. The results of this study is teacher needs analysis instruments, analysed using descriptive qualitative. The study showes that the use of Role Playing Instructional Model during Biology learning process has not been performed at school according to three reasons: 1) obstacles obtained when addressing the topic which is difficult to observe, 2) the difficulties obtained when addressing Protein Synthesis topic, in this case, teacher needs to apply Role Playing instructional Model to engage students with their environment, 3) Role Playing as an instructional model that demands students to learn from their experience in order to motivate and improve their learning outcomes.


2021 ◽  
Author(s):  
Todorka Terzieva

This article presents the results of a study on the possibilities of computer educational games for the development of various cognitive skills for learners. The advantages they offer in the learning process are highlighted. Special emphasis is placed on the relationship between game-based learning and mental development of learners. Examples of game-based learning from leading educational institutions at different stages of the educational process are given. A prototype of an educational game with several interactive puzzles is presented. They are designed to teach students in mathematics and philology (learning a foreign language). The developed prototypes can be used to acquire new knowledge or to assess the acquisition of knowledge and skills in various subject areas.


2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


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.


2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.


Sign in / Sign up

Export Citation Format

Share Document