scholarly journals Pembangunan Permainan Mudah Alih Matematik 'Sifir Run' untuk Pembelajaran Topik Darab bagi Murid Sekolah Rendah

Author(s):  
Amira Mohd Ishak ◽  
Mohd Hishamuddin Abdul Rahman

Bidang permainan mudah alih pada era ini telah melonjakkan evolusi pendidikan dan juga membangunkan kemahiran kognitif, spatial dan kemahiran motor (skill) serta meningkatkan kemahiran ICT. Pembangunan ICT dan teknologi telah memberi banyak peluang dan ruang untuk diterokai dalam bidang permainan mudah alih. Sifir Run merupakan sebuah aplikasi permainan mudah alih yang bertemakan pembelajaran sifir. Pembangunan aplikasi ini bertujuan untuk meningkatkan kemahiran menghafal sifir dalam kalangan murid sekolah rendah. Objektif projek ini adalah untuk mengenalpasti permasalahan murid dalam operasi darab, mereka bentuk dan membangunkan permainan mudah alih yang bertemakan sifir dan mengkaji kebolehgunaan aplikasi permainan mudah alih tersebut. Pembangunan aplikasi ini dijalankan dengan menggunakan model ADDIE. Terdapat seramai 20 orang responden dipilih oleh pengkaji bagI menjalani fasa penilaian untuk menguji kebolehgunaan aplikasi permainan mudah alih Sifir Run. Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students Abstract: The field of mobile games in this era has accelerated the evolution of education and also developed cognitive, spatial and motor skills (skills) as well as improve ICT skills. The development of ICT and technology has provided many opportunities and spaces to be explored in the field of mobile gaming. Sifir Run is a mobile game application themed on learning ciphers. The development of this application aims to improve the skills of memorizing ciphers among primary school students. The objective of this project is to identify students' problems in multiplication operations, design and develop cipher -themed mobile games and study the usability of such mobile game applications. The development of this application was carried out using the ADDIE model. A total of 20 respondents were selected by the researcher to undergo the evaluation phase to test the usability of the Sifir Run mobile game application. Keywords: Educational Games, Mobile Computer Games, Multiplication.

2021 ◽  
Vol 14 (1) ◽  
pp. 53-59
Author(s):  
Fadhli Ranuharja ◽  
Ganefri Ganefri ◽  
Bayu Ramadhani Fajri ◽  
Febri Prasetya ◽  
Agariadne Dwinggo Samala

In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.


Author(s):  
George Koutromanos

This chapter investigates primary school students' perceptions regarding the use of games on mobile devices (i.e., smartphone, tablet) in classroom environment for teaching purposes. Data was collected from 10,381 students (Grades 4, 5, and 6) using a survey questionnaire. A series of semi-structured interviews were used to more deeply understand student perceptions. Those perceptions tended to range from neutral to positive regarding the use of games and their content. Students prefer games that enhance their knowledge and develop their thinking skills. They also believe lessons will be more enjoyable and interesting through the use of games, and learning will be easier and more effective. The results showed differences in students' perceptions in terms of their gender and grade level. Implications of this study and further research are discussed.


2022 ◽  
pp. 55-83
Author(s):  
Andreas Giannakoulas ◽  
Stelios Xinogalos

In recent years, several educational games for learning programming have been developed with promising results. The main purpose of this chapter is to present 22 educational games or platforms that aim to cultivate computational thinking through teaching computer programming concepts to primary school students. A short description of each game followed by a comparative analysis of both their game mechanics and their educational aspects is presented. Additionally, less typical functionalities such as online classrooms, the support for learning analytics, and the creation of new levels are analyzed. This chapter could be useful for game designers and IT teachers who would like to use a game-based approach in the teaching process.


2020 ◽  
Vol 5 (2) ◽  
pp. 227-241
Author(s):  
Dek Ngurah Laba Laksana ◽  
Yosefina Uge Lawe ◽  
Frumensia Ripo ◽  
Maria Oliva Bolo ◽  
Tarsisius Donbosko Dua

Recent instructions has been focusing on critical thinking skills by utilizing contextual learning resources. Therefore, this study was conducted by aiming at describing the quality of local culture-based students’ worksheet from the aspect of content, instructional design, instructional media, and the product users in accordance with the characteristics of primary school students. The integrated local culture-based worksheet was developed by using ADDIE model (analyze, design, development, implementation, and evaluation). The data collected n study were analyzed descriptive qualitatively. Further, this study produced a thematic students’ worksheet on three main topics. The perception of the expert of instructional content to the integrated local-culture based worksheet was also in excellent category. On the other hand, the perception of the expert of instructional design and instructional media were in good category. Lastly, the perception of the students as the product users was in excellent category. Thus, it can be concluded that the developed worksheet has been suited to the primary school students’ characteristics.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Minanur Rohman

Technology and mathematics are two things that are interconnected and influence. Technology, such as computer games, can be used to describe abstract mathematical concepts so that they are more easily understood by students. Unfortunately, technology also has some undesirable impacts, such as causing students difficulties in developing their creativity to understand mathematical concepts. On the other hand, spatial ability gets less attention than educators when students are studying mathematics. This paper will discuss how teachers can help students develop their mathematical creativity and spatial ability.


Author(s):  
Olena Parshykova ◽  
Valeria Golub

The article provides guidelines for teachers of the German language on the game teaching of vocabulary of primary school students, demonstrates the method of using educational games and presents typical for its implementation in German lexical units, gives an example of a scenario of a lexical game in German. A selection of copyright vocabulary games is proposed that can be prepared by a teacher together with students and can provide easy, effective, motivated vocabulary learning.


2021 ◽  
Author(s):  
Gayane Harutyunyan ◽  
Gayane Avetisyan

With the development of computer technologies and the expansion of the gaming market, the number of junior schoolchildren who are fond of computers and computer games is increasing. Information technologies, especially computer games, are changing the normal socio-cultural environment of primary school children. As a result of their obsession with computer games, primary school students begin to live in a new reality, in a new socio-cultural environment that directly affects their personal development and the processes of education and socialization.


Author(s):  
Yasin Bulduklu

The aim of this study was to determine the attitudes of university and high school students towards mobile games, and to investigate their motivation and gratification needs in terms of mobile gaming. The descriptive method was used in the study. The sampling group was composed of 846 participants. The data were collected through the Mobile Gaming Motivation Survey. The reliability coefficient of the survey (Cronbach’s alpha) was found to be 0.893. The data analysis revealed that the mobile gaming motives of participants were self-realization/individual gratification, rivalry, social interaction, addiction and escaping. It was concluded that the motivation of the participants to play mobile games and the time they spent on mobile gaming decreased as their education level increased. It was also found that the mean scores for each factor got lower as the age progressed.


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