《韵屋》游戏开发与Apk扩展作为网络诗歌创作的学习媒介

Ariva Luciandika, Nita Widiati, D. Ariani
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引用次数: 0

摘要

在学习写诗的过程中,学生可以通过写作活动来表达思想、感受、经历和想象。本研究的当务之急是开发一个名为Rumah Sajak的数字游戏模块,该模块可以由学生独立使用,以便在内容,呈现系统,语言和外观方面可行地实施。使用的开发设计是C-ID-建构主义教学设计模型,采用建构主义方法研究R2D2工作模式。C-ID模型的结构包括4个阶段,即(1)定义,(2)设计,(3)开发,(4)传播。从验证结果来看,平均内容成分得分为87.1%,呈现系统得分为86.6%,语言得分为85.8%,显示得分为87.2%。因此,游戏是值得执行的。
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Rhyme House Game Development With Apk Extension As Learning Media for Writing Poetry on the Network
In learning to write poetry, students can express ideas, feelings, experiences, and imaginations through writing activities. The urgency of this research is to develop a digital game module called Rumah Sajak that can be used independently by students so that it is feasible to implement in terms of content, presentation systematics, language, and appearance. The development design used is the C-ID- Constructivist Instructional Design model with a constructivist approach to R2D2 work patterns. The structure of the C-ID model consists of 4 stages, namely (1) define, (2) design, (3) development, and (4) dissemination. From the validation results, the average content component score was 87.1%, presentation systematic was 86.6%, language was 85.8%, and display was 87.2%. Thus, the game is worth implementing.
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