The development and usability testing of game-based learning as a medium to introduce zoology to young learners

G. S. Ajie, M. Marpaung, A. Kurniawan, M. Suryani, I. Suryana, E. Paulus
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引用次数: 2

Abstract

The development of information technology in every point of life, creates innovation in an easier way. An example of innovation that can be combined with children's education system is game-based learning. In this study, the game-based learning which involved gesture recognition as input has been developed. The matching string algorithm was used in the development process of the proposed game-based learning. The user should match the animal shadow with the suitable image of the animal by dragging and dropping using hand gestures. The user is trained to sharpen their ability to read visual images of animals and to develop their gesture as an interaction process. After the development process, the usability testing of the proposed game-based learning was conducted. The target user ranged from 7–8 years old. Based on the experiments, the results of the usability testing to the young learners concluded that the proposed game-based learning helps them studying the various animals from different ecosystems in an easier manner, and in a more interactive way. Statistically, this result was derived from the average value of the central tendency of the usability aspects that is 4.12.
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以游戏为基础的学习的开发和可用性测试,作为向年轻学习者介绍动物学的媒介
信息技术在生活的各个方面的发展,使创新变得更加容易。可以与儿童教育系统相结合的创新的一个例子是基于游戏的学习。在这项研究中,基于游戏的学习涉及手势识别作为输入已被开发。在游戏学习的开发过程中使用了匹配字符串算法。用户应该通过使用手势拖放来匹配动物阴影和合适的动物图像。用户被训练来提高他们阅读动物视觉图像的能力,并在互动过程中发展他们的手势。在开发过程结束后,对提出的基于游戏的学习进行可用性测试。目标用户年龄在7-8岁之间。基于实验,对年轻学习者的可用性测试结果表明,提出的基于游戏的学习方法可以帮助他们更容易地学习来自不同生态系统的各种动物,并且以一种更具互动性的方式。统计上,这个结果来源于可用性方面的集中趋势的平均值,即4.12。
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