scholarly journals GAME LEARNING FISIKA “ASAH OTAK” BERBASIS ANDROID DENGAN APP INVENTOR 2

e-NARODROID ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 25-34
Author(s):  
Rizky Parlika ◽  
Luthfiyatul ‘Azizah ◽  
Anggoro Cahyo Nugroho ◽  
Devi Anugrah Putri ◽  
Stevanus Frangky Handono

Abstract : Serious game is one of the kind that made not only for entertaiment but also has other functions such as learning or education, training, advertising, simulation, health and others. Nowadays many games are already used as a learning or education. Educational games are usually applied based on age stages or its genre. Educational games can  help to train The thinking ability and the logic skill for it players. The learning methods that using games are expected to be more interesting and understandable for it players. This paper is discussed about an educational game concept as a learning media for high school students specialized for physics subject. This game is an android-based game that expected to be directly implemented into their smartphones and can be played anywhere. This Physics Learning Game is made used App Inventor 2 (AI2). Keywords: Serious Games, android, educational Games, App Inventor 2, Physics

2020 ◽  
Vol 6 (2) ◽  
pp. 151
Author(s):  
Muhammad Asriadi ◽  
Edi Istiyono

This study aims to determine the ability of creative thinking high school students in physics learning, know the form of assessment of creative thinking abilities. The study was conducted at SMAN 6 Yogyakrata. This type of research is a survey with a cross-sectional method that is a survey conducted once and at a time. The subjects were the principals, teachers of physics from SMAN 6 Yogyakrata and 30 grade XI students. observations, interviews, and questionnaires were used as data collection techniques. The data analysis method used was the quantitative-qualitative descriptive analysis. The results showed that the creative thinking ability of class XI MIA 1 students at SMAN 6 Yogyakarta can be said to be in the average and quite good category, although there are some students whose level of creative thinking ability is low. In addition, the form of assessment used by physics teachers has not been effective and accurate enough in assessing students 'creative thinking abilities. So it is recommended to use The Torrance Tests of Creative Thinking (TTCT) in physics learning because it has been proven to be accurate in assessing students' creative thinking abilities.


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]


Author(s):  
Jeffrey A. Kessler ◽  
R. Curtis Lovelace ◽  
Allison M. Okamura

HAPTIC PONG is a force-feedback version of the classic arcade game “Pong”, conceived as an educational game that can teach physics and controls concepts to high school students. Our design incorporates two identical linear one-degree-of-freedom haptic paddles, each with a four-bar linkage transforming motor rotation to linear motion. Virtual environments were designed to incorporate dynamic systems describing the force-displacement relationships of each paddle. At a demonstration with 50 high school students, a prototype of the device was rated as both educational and fun to use. After the initial proof of concept, a design optimization study was conducted to improve the kinematic performance of the linear haptic devices based on the device constraints for the application. Optimization considered both the linearity of the coupler point and Jacobian minimum singular value. While maintaining a satisfactory level of linearity, the optimized linkage lengths produced an estimated 160% improvement in the maximum consistent force output.


e-NARODROID ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 1-11
Author(s):  
Rizky Parlika ◽  
Olivia i Anggun Permatasar ◽  
Rifardi Taufiq Yufananda ◽  
Dimas Rizward Hikmah Utomo ◽  
Mochammad Zayyan Ramadhan ◽  
...  

Abstract : The problem in this research is to make a suitable learning media applied to high school students as an independent media and interkative, So that the application of learning model used by the teacher is not boring tend to be fun and can improve learning outcomes. The objectives of the researcher to accomplish is to develop and produce android application products in the form of educational media learning games about Chemistry, and know the feasibility and effectiveness of educational game applications as learning media for student study supplement with Chemical material. This research method using Research and Development method with design / design is pre-experimental design with one-group pretest-posttest design. The results that have been obtained is to produce application products android educational game Chemistry. It can be concluded educational game media application of Chemistry learning and effective as learning media for student study supplement. Keywords-App Inventor, Chemistry, Android


2018 ◽  
Vol 14 (1) ◽  
Author(s):  
Anna Sochocka ◽  
Liwia Leś ◽  
Rafał Starypan

Abstract Simulators designed to simulate real organs or activities can be valuable tools in the process of medical training. The main purpose of screen-based computer simulators is to train and assess knowledge and decision-making in medical practice. The presented application is in the form of an educational game, which is a subcategory of serious games. The game is supposed to help learn the anatomy of a normal and a pathological human eye. It is dedicated mainly to high school students in biology classes and medical professionals. The interaction mode is a single player. Users have three main ways of learning the eye anatomy: the Anatomical Model, the Quiz, and the Disorder Catalogue. The Anatomical Model presents the elements of the normal anatomy of the visual system as well as its detailed description. In the “Quiz” mode, users can check their own knowledge of the eye anatomy in the question and answer mode. The “Disorder Catalogue” contains a description of the selected eye defects and models displaying vision before and after correction.


2018 ◽  
Vol 49 (6) ◽  
pp. 675-699 ◽  
Author(s):  
Nabila Hamdaoui ◽  
Mohammed Khalidi Idrissi ◽  
Samir Bennani

Background: Video games are very well known for their intrinsic adaptivity; as they adapt the gameplay to the player’s preferences and rhythm. In addition to adapting the gameplay, educational games should also adapt the learning content to match the learner’s competencies, preferences, playing and learning styles. Determining the playing style in an educational game is made possible by collecting certain metrics and information susceptible of monitoring the player’s interactions in the game. However, it is still a challenge to assess the learner’s learning style. Aim: This study examines the correlation between learning and playing styles. It has been acknowledged that both playing and learning styles are related to personality. After examining the personality traits of each style of both Kolb’s learning styles and Bartle’s playing styles, it was hypothesized that there would be a correlation between the two. In that purpose, a quantitative research was conducted to explore the relationship between the two taxonomies. Method: One hundred high school students majoring in science in Morocco have completed Kolb’s learning style inventory (version 3.1) as well as the Bartle test questionnaire developed by Andreasen and Downey. The statistical correlation between the two taxonomies was investigated using cross-tabulation, Chi-square/Fisher’s exact test and Pearson coefficient. Results: Results revealed a relevant interdependency between Kolb’s learning styles and Bartle’s playing styles. The ‘convergent’ type was found to correlate with Bartle’s explorer type; the majority of assimilators adopt the killer type in a game; accomodators tend to be achievers and divergers prefer to be socializers. In terms of learning styles, it was noticed that the majority of participants adopted the converging and the assimilating learning styles; which is in line with what it is indicated in Kolb’s inventory. Results have also shown that learning and playing styles are gender independent. It was concluded that the learning style can be predicted, based on the playing style.


2021 ◽  
Vol 11 (2) ◽  
pp. 38-60
Author(s):  
Nabila Hamdaoui ◽  
Mohammed Khalidi Idrissi ◽  
Samir Bennani

Over the last years there has been a growing interest in the use of educational games as learning tools. Educational games have proven to contribute in enhancing student motivation, increasing their engagement and providing them with personalized and adaptive learning. Learner modeling is a prerequisite when it comes to adaptive learning; it is used to represent student's knowledge, needs, and characteristics. This paper presents a modeling technique based on fuzzy logic that uses gameplay data and expert rules to predict learners preferred learning and playing styles. To test the fuzzy rule-based systems, the educational game Woodland was designed bearing in mind the VARK learning styles and the Bartle playing styles. High school students played the educational game Woodland and the results of the FRBSs were compared with the result of the questionnaires. A great correlation was found between the FRBSs results and the questionnaire results.


Sign in / Sign up

Export Citation Format

Share Document