为X -斯曼1 (X -斯曼1)的经济专业化游戏的媒体开发

Endah Nur Amalina, Ro’ufah Inayati
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引用次数: 0

摘要

基于数字技术的学习媒体在新加坡语中尚未得到广泛应用。SMA Negeri 1 Singosari的教师在教科书和ppt中使用的经济学科学习过程没有最大限度地发挥数字时代可用的设施和潜力,阻碍了学生的学习能力。学校规定不禁止学生携带智能手机上学,再加上媒体和技术的发展,可以最大限度地减少这种障碍。本次研发旨在为SMA Negeri 1 Singosari的10年级经济科目开发一款基于android游戏的学习媒体“Economic Monopoly (Ecopoly)”,内容包括中央银行、支付方式、支付工具等章节。本研究的研究设计是参照ADDIE模型的R&D方法。开发后的媒体将由课题专家、媒体专家和用户进行验证。最终的专家验证结果表明,经济垄断(Ecopoly),简称“Very Worthy”,被用作中央银行、支付方式和支付工具的经济学科学习媒介。
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Pengembangan Media ‘Economic Monopoly’ Berbasis Game Untuk Mata Pelajaran Ekonomi Kelas X SMAN 1 Singosari
Digital technology-based learning media has not been widely used yet in SMA Negeri 1 Singosari. The economic subject learning process used by the teachers in SMA Negeri 1 Singosari, in textbooks and PowerPoint, does not maximize the facilities and potential available in this digital era, hindering students' capability in learning well. The school rules that do not prohibit students from bringing smartphones to school and the development of media and technology can minimize the obstacle. This research and development aim to develop an android game-based learning media called "Economic Monopoly (Ecopoly)" for 10th grader economic subject of SMA Negeri 1 Singosari in some chapters such as Sentral Bank, Payment Method, and Payment Tool. The study design for this research is the R&D method that refers to the ADDIE model. The developed media later will be validated by the subject expert, media expert, and the users. The final expert validation result show that Economic Monopoly (Ecopoly), referred to as "Very Worthy, " is used as an economic subject learning media for sentral bank, payment method, and payment tool.
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