game modification
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2021 ◽  
Vol 5 (S3) ◽  
Author(s):  
Ramdan Pelana ◽  
Nadya Dwi Oktafiranda ◽  
Rizka Antoni ◽  
Yusmawati Yusmawati ◽  
Sujarwo Sujarwo

This study aims to improve gross motor skills by modifying the sport of throwing. Children of intellectual disability (ID) were given treatment with a modification of the game of throwing with the population of this study is mild mentally disabled students in special needs children school 01 South Jakarta, with sample selection using total sampling, where the sample was 14 boys of students and 6 girls of students. The method that is used in this research is quantitative descriptive with experiment and One Group Pretest–Posttest Design. The research was occurred by giving the preliminary test and continued with the treatment as the final test. The form of the initial test (pre-test) was a shooting test which was conducted with five times of shooting in 2 meters of distance expecting there is an increase of throwing from the pretest to the posttest. The data analysis technique used is by using the T-test. The data average result before the game modification or pretest is 2.35 and the results of the posttest obtained an average value of 3.30.


2021 ◽  
Vol 3 (2) ◽  
pp. 89
Author(s):  
Ayu Try Damayanti ◽  
Dinar Maftukh Fajar ◽  
Muhammad Habibbulloh

Monoicado (The Science Monopoly Game on Light and Optical Instruments) is an educational game based on a monopoly game developed with the aim of helping students understand the material, encouraging students to be more active, and providing a fun atmosphere in learning science subjects on the material of Light and Optical Instruments at the junior high school level. This paper aims to describe (1) the feasibility and (2) students' responses to the results of the media development. This study implemented the 4D research and development model proposed by Thiagarajan (define, design, develop, and disseminate) where the dissemination stage was not carried out. The research subjects involved 2 material experts, 2 media experts, 2 teachers as users, and 33 students from one junior high school in Bondowoso district, East Java. The data obtained were analyzed quantitatively and qualitatively . Quantitative analysis was carried out on the acquisition of validation scores given by experts, users, and students. Qualitative analysis was conducted on all responses to the media. The media developed is considered very valid in all three aspects of assessment (material, media, and practicality). Students' responses to the media are visualized in a wordcloud with the most comments: easy to understand, fun, and to train memory on the Light and Optical Instruments material.


2021 ◽  
Vol 6 (2) ◽  
pp. 310-317
Author(s):  
Hasyim Hasyim

This study aims to determine the modification of learning through games for students before and after being given treatment in jumping rope games and whether there is an effect of improving learning through jumping rope games on children's gross motor skills in students. This type of research is pre-experimental research. The population in this study was the total number of students totaling 20 students in a class I Elementary School Takkalasi, Barru district, and the sample used was class I which amounted to 20 students with purposive sampling technique. Data collection techniques through observation, tests, documentation. Data analysis used Wilcoxon's difference test. The results of children's gross motor skills before being treated in the form of jumping rope game modification activities showed that of the 20 total children, 0% were in the developing category as expected, 90% were in the starting to develop variety, and 10% were in the undeveloped class, that motor skills Children's roughness after being treated in the form of a modified jumping rope game shows that of the 20 total children, 85% are in the developing category as expected, 15% are in the starting to develop variety, and 0% are in the undeveloped category.


Author(s):  
Francisca F Desena ◽  
edjo Santoso ◽  
Diyah Fatmasari ◽  
Lanny Sunarjo ◽  
Waljuni Astu Rahman

Dental and oral health problems in pregnant women are caused by poor care behavior of dental and oral hygiene as well as the condition of dental and oral hygiene of pregnant women itself. Those can lead to an impact of premature birth and low weight of the baby at birth. Strategies for behavioral change in pregnant women were one achieved through dental and oral hygiene education in the form of counseling along with material delivered that was well received by the pregnant women as the subject of research. The modification of Kuru-Kuru as game model can improve skills, self-reliance and as a media of counseling to pregnant women. The aim of research is to create KuruKuru, a game model, as an effort to improve dental health treatment to pregnant women. Research and Development method (R & D) was adopted with model testing of quasy-experimental one-group pre-test posttest design for this research. OHI-S and the skills of pregnant women are the dependent variables. The expert validation used intra-class correlation coefficient, while for the normality test, it used Shapiro Wilk. In addition, variable of abnormal pregnant women used non-parametric test (Wilcoxon). The result of KuruKuru game model is either relevant or feasible as an effort to improve dental and oral hygiene of pregnant women shown by p-value less than 0.003. This game effectively improves the skills of dental and oral hygiene with pre-test result in 5.92±1.158 and post-test in 9.54±0.613 (p < 0,000) and lowers the score of OHI-S pregnant women with pre-test in 1.211±0.605 and posttest in 0.155±0.275 (p < 0,000). It can be concluded that Kuru-kuru game model is effective as an effort to shape the behavior of pregnant women in improving dental and oral hygiene.


2020 ◽  
Vol 21 (1) ◽  
pp. 145-162
Author(s):  
Magdalena Hofman-Kohlmeyer

Prosumption can be described as an involvement of customers in the process of production. Customers obtain certain benefits related to increasing the degree of customization of the product or service. On the other hand, prosumption minimizes the costs associated with the purchase and/or use of products by consumers by undertaking of certain activities traditionally performed by the company. The primary aim of this paper is to investigate the phenomenon of creating and modifying computer game content by players as an act of prosumerism. Player used a game as primary materials to create some game elements or even producing a completely new one. They make unpaid work on game modification, called by its practitioners as “game modding”. Game modding is a process of changing, adding or removing game code that alters the way the game is played. This process includes many different actions, such as creating characters, houses and gardens in The Sims, changing the appearance of the residents, creating virtual buildings and landscapes in Second Life. Players build their own virtual environment. Creators gather in modding communities in which they sharing created content, advice each other’s, cooperate with other creators. Cooperation facilitates some platforms like Steam, various online forums or video sharing sites like Youtube. Besides players, also companies can take advantages from users’ creativity. They obtain information’s about consumer preferences which can be used e.g. in advertising or future product design. The modding community is a valuable source of innovation and recruitment for the game industry. Game modds can expand period of time when the game is played and consecutively receive high sales revenue. Presented approach is based on literature review.


2020 ◽  
Vol 9 (1) ◽  
pp. 17 ◽  
Author(s):  
Jan Pinos ◽  
Vit Vozenilek ◽  
Ondrej Pavlis

The city-building game Cities: Skylines simulates urban-related processes in a visually appealing 3D environment and thus offers interesting possibilities for visualizations of real-world places. Such visualizations could be used for presentation, participation, or education projects. However, the creation process of the game model from geographical data is inaccurate, complicated, and time consuming, thus preventing the wider use of this game for non-entertainment purposes. This paper presents the automatic methods scripted in the Cities: Skylines application programming interface (API) and bundled into a game modification (commonly referred to as a game mod) named GeoSkylines, to create a geographically accurate visualization of real-world places in Cities: Skylines. Based on various geographical data, the presented methods create road and rail networks, tree coverage, water basins, planning zones, buildings, and services. Using these methods, playable models of the cities of Svit (Slovakia) and Olomouc (Czech Republic) were created in the game. The game mod GeoSkylines also provides methods for exporting game objects such as roads, buildings, and zones into a Geographic Information System (GIS) data format that can be processed further. This feature enables the game Cities: Skylines to be utilized as a data collection tool that could be used in redevelopment design projects.


Author(s):  
Silfiyah Rohmawati

This study is purposed to describe the result application of monopoly game modification as a learning media of Arabic speaking in Program for Arabic Language Development (PKPBA) of the State Islamic University (UIN) of Maulana Malik Ibrahim Malang. This study uses a qualitative approach with descriptive research type. The data collection techniques used are participant observation and documentation. The results of this study are in the form of steps taken by the researcher in applying result modification of monopoly game as a learning media of Arabic speaking. The activities of the game include expressing thoughts, ideas, feelings, experiences and information through telling stories and asking questions about the materials mentioned. As for the recommendations, the results of the modification of the monopoly game in this study can be applied in learning to speak Arabic, but can also be used for other language competencies, such as listening, reading and writing, and certainly with several different and adaptable game rules. The results of this study can be used as a material modification of the monopoly game that will be used by tutors or other lecturers by adjusting the material and the ability level of students. Keyword: Modifikasi, Permainan Monopoli, Media Pembelajaran, Berbicara Bahasa Arab.


2019 ◽  
Vol 4 (7) ◽  
pp. 979
Author(s):  
Ndaru Kukuh Masgumelar ◽  
Wasis Djoko Dwiyogo ◽  
Siti Nurrochmah

<p class="Abstract"><strong>Abstract:</strong> This research was aimed to conducted with the aim of developing game modification products using blended learning and testing their effectiveness in the learning process. The method used in this study refers to the blended learning development model using research subjects 80 high school students and 4 expert validators. The procedure used includes 3 stages (1) analysis, (2) design, and (3) evaluation. The results of research and development include in the form of printed books equipped with QR code, interactive multimedia, and edmodo.</p><strong>Abstrak:</strong> Penelitian ini bertujuan untuk mengembangkan produk modifikasi permainan menggunakan <em>blended learning</em><em> </em>dan menguji keefektifannya pada proses pembelajaran. Metode yang digunakan dalam penelitian ini mengacu pada model pengembangan <em>blended learning</em> dengan menggunakan subjek penelitian 80 siswa SMA dan empat orang validator ahli. Prosedur yang digunakan meliputi tiga tahap (1) analisis, (2) rancangan, dan (3) evaluasi. Hasil dari penelitian dan pengembangan berupa buku cetak dilengkapi dengan QR <em>code,</em> multimedia interaktif, dan <em>edmod</em><em>o</em>.


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