GAME MAINMATIKA BERBASIS ANDROID UNTUK MEMFASILITASI PEMBELAJARAN BERHITUNG ANAK

Bonitalia Bonitalia, Sri Khaerawati Nur, Supardi Ngareng
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Abstract

Game development is growing rapidly around the world, including in Indonesia. The game development industry has also developed into a promising industry, as evidenced by the many learning process companies with the concept of "playing while learning". For some children, the word "study" is very scary. With the help of this interesting educational game, children will understand that learning is fun and will automatically start learning. The main objective of this research is to develop a mobile-based educational game application that can entertain children while expanding knowledge about arithmetic or math topics. This analysis uses descriptive analysis. The system testing method that researchers use is Research and Development (R&D). The sample of this research was fourth grade students in Palu City. Based on the results of the questionnaire, 24 respondents found that the total score of eligibility from the material aspect data and media eligibility aspect data was 1005 (83.75%) of the expected score of 1200 (100%). The total score is included in the category suitable for use for children aged 10 years.
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基于安卓的 mainmatika 游戏促进儿童的计数学习
游戏开发在全世界发展迅速,在印度尼西亚也不例外。以 "边玩边学 "为理念的学习过程公司比比皆是,游戏开发行业也已发展成为一个前景广阔的行业。对于一些孩子来说,"学习 "这个词非常可怕。在这种有趣的教育游戏的帮助下,孩子们会明白学习是一件有趣的事情,并自动开始学习。本研究的主要目标是开发一款基于手机的教育游戏应用软件,在娱乐儿童的同时,拓展有关算术或数学主题的知识。本分析采用描述性分析。研究人员使用的系统测试方法是研究与开发(R&D)。本研究的样本是帕卢市的四年级学生。根据问卷调查结果,24 名受访者发现,材料方面数据和媒体方面数据的合格总分为 1005 分(83.75%),而预期分数为 1200 分(100%)。总分被列入适合 10 岁儿童使用的类别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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