Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills

Author(s):  
Professor Neil Anderson ◽  
Lyn Courtney

This chapter describes an educational intervention to introduce and develop design thinking skills with two groups of Australian Indigenous high school students in Far North Queensland and reports on the first phase of the data collection. The initial data collection involved interviewing key personnel at the two sites to gauge their perceptions about the feasibility of the project. This project represents the first time that Australian Indigenous students have participated in videogame creation with an emphasis on using Indigenous knowledge to develop design thinking skills along with literacy and numeracy skills. During the intervention, Year 10 students will be introduced to design thinking skills in the context of developing computer video games using Australian Indigenous knowledge (e.g., a simulation game involving a fictitious island in the Torres Strait).

Author(s):  
Noppadol Rungrangtanapol ◽  
Jintavee Khlaisang

In the 21<sup>st</sup> century, computing and other necessary skills have become imperative for today's learners. Memorizing a book or one-way communication is incapable of fully developing all the skills required. Along with changes in the new curriculum structure in the computational science courses which are aimed to improve computational thinking skills. In Thailand, students do not have enough experience in calculation methods. Teachers must therefore provide instruction in a format that promotes computational thinking and the skills necessary for the 21<sup>st</sup> century. The sample was 400 students from public and private schools in the same amount to develop the model, which was calculated based on the population of high school students throughout Bangkok, Thailand. It was found that the current learning model was unable to develop computational thinking concepts and 21<sup>st</sup> century skills. Therefore, the researchers have the concept of developing a teaching model that focuses on problem-solving along with the use of a design thinking approach in a virtual learning environment. To enable students with no experience with computational thinking skills to develop computational thinking skills to a competent standard. The objective is to also develop other skills, which are essential skills in the 21<sup>st</sup> century at the same time.


2021 ◽  
Vol 5 (2) ◽  
pp. 1978-1991
Author(s):  
Ayu Faradillah ◽  
Tia Humaira

The purpose of this study was to analyze students' mathematical critical thinking in terms of mathematical resilience and domicile. The method used in this research is descriptive qualitative where the process of selecting the subject uses an application called Winstep. Researchers used 473 high school students from 6 different schools to be the subjects in this study. The technique of taking the subject from research is based on the students' mathematical resilience level so there are 3 categories, namely high mathematical resilience, moderate mathematical resilience and high mathematical resilience. Data collection techniques using questionnaires, tests and interviews. Students are given a questionnaire in advance to determine the subject who will take the next test, namely mathematical critical thinking questions, after which the student's answers are analyzed and the researcher conducts interviews to find out how students solve the problems given and how many indicators the students can solve obtained in this study are students with high mathematical resilience obtain low critical thinking skills, students with moderate mathematical resilience acquire high critical thinking skills and students who have low mathematical resilience obtain moderate critical thinking skills.


2020 ◽  
Vol 4 (01) ◽  
pp. 1
Author(s):  
Nenza Nurfirmansyah ◽  
Rezki Yuniarti ◽  
Agus Komarudin

The increasingly high quality curriculum that will be implemented certainly has to be accompanied by needs with good quality standards as well. It is often difficult for the education provider to provide the need for tools to support practice, with high prices and modules that are not always available making it difficult for students to study independently in these circumstances. Game is one of the media to be able to do things in the real world without the need to have real equipment, such as education games with the genre of serious games that have been developed as alternative media of modern education, accompanied by Augmented Reality (AR) technology, This simulation can be achieved by pretty good. So, the purpose of this research is to design an educational game with a simulation game genre that can represent basic electronic practice by Vocational High School students so that students can learn independently more easily and lower costs and reduce the risk of errors when do practical work directly. The game is designed with the Design Thinking approach with Mobile Augmented Reality (MAR) to simulate virtual objects. Based on the results of the game test evaluation through a questionnaire on vocational students majoring in Communication Electronics as many as 30 students, where aspects were tested terari from the respondent's background, interaction with the User Interface, and User Experience obtained by respondents from game simulations showed that the average respondent was interested in doing basic electronics assembly through simulation games with a score of 83.10% and can receive a pretty good education through the game with 79.16% test results.


2019 ◽  
Vol 20 (1) ◽  
pp. 69
Author(s):  
Endang Wahyuningrum ◽  
Disti Pratiwi ◽  
Sandra Sukmaning Adji

The purpose of this study was to describe the creative thinking skills of junior high school students based on mathematics anxiety and gender. Aspects of creative thinking skills used in this study are fluency, flexibility, and novelty. This research is a qualitative descriptive study. The instruments used were open-ended questions consisting of algebra and geometry questions, mathematics anxiety questionnaires, and interview guidelines. The study was conducted in class IX E of SMPI Al Azhar 12 Rawamangun Jakarta. The subject of this study consisted of four students, they are male student with low mathematics anxiety, female student with low mathematics anxiety, male student with medium mathematics anxiety, and female student with medium mathematics anxiety. The results of the mathematics anxiety questionnaire showed that none of the students in class IX E had high math anxiety. There are differences in the fulfillment of aspects of creative thinking in terms of differences in mathematics anxiety and gender levels. Students with low math anxiety fulfill aspects of fluency, flexibility, and novelty in algebra and geometry questions. Students with medium math anxiety fulfill aspects of fluency and flexibility both in algebra and geometry questions. Female students fulfill aspects of fluency, flexibility, and novelty both in algebra and geometry questions. Male students fulfill aspects of fluency and flexibility in algebra questions, while in geometry questions the aspects that are fulfilled are fluency, flexibility, and novelty.


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.


2020 ◽  
Vol 8 (4) ◽  
pp. 754-760
Author(s):  
Alparslan Ince ◽  

The aim of this study was to compare the relationship between physical education and sports high school students' positive thinking skill levels and attitudes of learning in terms of gender and years of doing sports. The study is a descriptive method, one of the quantitative research methods. The study group consisted of 280 (age: 20.98 ± 1.390) university students from School of Physical Education and Sports in Ordu university. As a result, it was concluded that the students' positive thinking skills were at a high level, and the nature of learning, anxiety, expectation, and openness to learning sub-dimensions of the attitude tolearning scale were at high levels. It was concluded that there is a statistically significant and positive relationship between the nature of learning, Expectation, and openness to learning, and positive thinking skill from sub-dimensions of the attitude to learning scale, but there is a negatively significant relationship between anxiety and positive thinking skills


2020 ◽  
Vol 3 (2) ◽  
pp. 201-214
Author(s):  
Joko Krismanto Harianja

Abstrak: Tujuan penelitian ini adalah untuk meningkatkan keterampilan berpikir kreatif dan komunikasi matematis siswa SMP kelas VII dengan menerapkan model pembelajaran Project Based Learning (PjBL) serta untuk mengetahui apakah keterampilan berpikir kreatif siswa memiliki hubungan positif terhadap komunikasi matematis siswa. Penelitian ini dilakukan di SMP XYZ kota Bogor. Adapun kegiatan pada proses pembelajaran ini adalah merancang mathematics board games. Mix method merupakan jenis metode penelitian yang dilakukan dengan teknik pengambilan data dengan wawancara terhadap 5 orang responden, kuesioner dan observasi. Analisa kualitatif dilakukan secara triangulasi. Sedangkan untuk analisa kualitatif dengan menggunakan data yang diperoleh dari instrumen rubrik indikator keterampilan berpikir kreatif dan komunikasi matematis. Hasil penelitian menunjukkan bahwa implementasi PjBL dapat meningkatkan keterampilan berpikir kreatif dan komunikasi matematis siswa. Secara kuantitatif dengan menggunakan uji statistik korelasi Pearson, diketahui keterampilan berpikir kreatif memiliki hubungan positif dengan keterampilan berpikir kreatif. Abstract: The purpose of this study is to improve the creative thinking skills and mathematical communication of VII grade junior high school students by applying the Project Based Learning (PjBL) learning model and to find out whether students 'creative thinking skills have a positive correlation with students' mathematical communication skill. This research was conducted at SMP XYZ in Bogor. The activities in this learning process are designing mathematics board games. Mix method as the research methodology that is used with data collection techniques by interviewing 5 respondents, questionnaires and observations. Qualitative analysis is done by triangulation. Whereas for quanitative analysis using data obtained from the rubric instrument of creative thinking skills and mathematical communication indicators. The implementation of PjBL could improve students' creative thinking skills and mathematical communication. Quantitatively using the Pearson correlation statistical test, it is known that creative thinking skills have a positive relationship with creative thinking skills.


Sign in / Sign up

Export Citation Format

Share Document