scholarly journals THE EFFECTIVENESS OF ANDROID-BASED EDUCATIONAL GAME TOWARD HIGH SCHOOL STUDENTS’ PREPAREDNESS IN FACING MERAPI ERUPTION

2021 ◽  
Vol 12 (4) ◽  
Author(s):  
Arimbi Karunia Estri ◽  
Eva Marti ◽  
Margareta Hesti Rahayu
2011 ◽  
Vol 9 (2) ◽  
pp. 12
Author(s):  
I.E.P. Silva ◽  
L.S. Azevedo ◽  
M.S. Souza ◽  
J.R. Silva ◽  
W.M. Pompilho

2017 ◽  
Vol 6 (1) ◽  
Author(s):  
F. Adnan ◽  
B. Prasetyo ◽  
N. Nuriman

<p>Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.</p>


2007 ◽  
Vol 35 (6) ◽  
pp. 416-421 ◽  
Author(s):  
Tânia da S. Cardona ◽  
Carolina N. Spiegel ◽  
Gutemberg G. Alves ◽  
Jacques Ducommun ◽  
Andrea Henriques-Pons ◽  
...  

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.


Author(s):  
Hakkun Elmunsyah ◽  
Heru Wahyu Herwanto ◽  
Azhar Ahmad Smaragdina ◽  
Naurah Septi Anggraini ◽  
Wahyu Mulyo Utomo

Author(s):  
Syahraini Marbun

This study aims to: (1) determine the feasibility of problem-based learning educational game media in German language learning (2) to determine the effectiveness of using problem-based learning-based educational game media on German language material. This type of research is development research using the ASSURE product development model and combined with the Dick and Carey learning design model. This research was conducted on class X students at senior high school   SMA Negeri 1 Sibolga. The method used in this research is a quasi-experimental method. The research sample consisted of 60 students consisting of 30 students as an experimental class who were taught using educational game media based on problem based learning and 30 students as a control class who were taught using youtube-based learning media. The results of hypothesis testing prove that there is a significant difference between the learning outcomes of students who are taught about self-introduction in German using problem-based educational game learning media and students who are taught using YouTube-based learning media. This is shown by the data acquisition, namely tcount = 11.27 while ttable = 1.695, at a significant level of 0.05 through interpolation ttable 1.695. It is concluded that the effectiveness of German language learning using problem-based educational game learning media is higher than using Youtube-based learning media.


2012 ◽  
Vol 09 (17) ◽  
pp. 42-47
Author(s):  
C.K.O. SILVA ◽  
J.P.A. NOGUEIRA ◽  
H.Y.S. SOUZA

Most of the high school students have an aversion to the subject of chemistry. This fact is, probably, due to the complexity of the phenomena involved in chemical transformations and little interdisciplinarity and /or transdisciplinarity in relation to the daily life of students and with other subjects. Therefore, the teacher must find ways to assist the pedagogical teaching-learning process in chemistry. The development of modern and simple strategies, using experiments, games and other teaching resources, is recommended to streamline the process of learning chemistry. The aim of this work was to employ a game as a didactical resource to facilitate the teaching-learning process in chemistry. The game used was Sudoku, and the version employed was called Sudokímica. The material was applied in three high school classes of a public school in Natal-RN, Brazil. The didactical resource was successful in the sense of facilitating and integrating the scientific and daily life knowledge of the students. It can be concluded that the game, Sudokímica can be considered good alternative to supplementary material in the teaching-learning process in chemistry through for resolution of problems.


1979 ◽  
Vol 10 (3) ◽  
pp. 139-144
Author(s):  
Cheri L. Florance ◽  
Judith O’Keefe

A modification of the Paired-Stimuli Parent Program (Florance, 1977) was adapted for the treatment of articulatory errors of visually handicapped children. Blind high school students served as clinical aides. A discussion of treatment methodology, and the results of administrating the program to 32 children, including a two-year follow-up evaluation to measure permanence of behavior change, is presented.


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