印尼虚拟博物馆化石年代判定游戏模拟的设计与实现(以某地质博物馆为例)

Y. Nurhasanah, A. S. Rohman, A. Prihatmanto
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引用次数: 2

摘要

博物馆是一种非正式的教育机构,可以给人类一些教训。博物馆是一种教学和学习的媒介,没有把教师的角色视为理所当然。博物馆的存在可以回答教学过程中出现的问题,特别是与人类发展史、地质、文化和环境有关的问题。同时,也存在着一些问题,经常阻碍博物馆功能的实现。其中一个问题是,视觉辅助学习媒体还没有交互式。与交互性相关的问题是访问者缺乏学习体验的原因之一。在博物馆进行的教学学习过程一般包括听力、视觉化或视觉化和听力区。解决这一问题的途径之一是开发基于网络的印尼虚拟博物馆。VMI可能会导致以游戏模拟形式进行的互动式教学过程,可以随时随地进行,包括在作为正式教育机构的学校。这项研究的案例是万隆地质博物馆(万隆地质博物馆)。本研究包括游戏模拟作为教学媒介的开发和测试等过程。所传授的课程是确定化石的年龄,以学生的能力为研究重点是学生在教学学习过程中的动机。设计过程中使用了copelight engine、编辑器3D Coppercube和PHP等工具。然后通过抽样进行测试。选取万隆sman12的35名学生作为样本。本研究使用的研究工具为前测、后测、问卷调查、观察和访谈。研究表明,在VMI应用程序上建立的模拟化石时代的游戏是适合作为学习媒介使用的,无论是在校内还是校外,无论何时何地,只要有电脑和互联网连接。此外,在本课程设计的VMI应用程序上进行了游戏模拟,实现了课程教材的要求。这得到了老师和学生对这两种说法的看法的支持。前测和后测的数据表明,游戏模拟可以提高学生的学习动机,无论是成绩较低的学生还是成绩较高的学生。因此,可以认为学生的成绩可以在没有教师指导的情况下提高。
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The design and implementation determining age of fossils game simulation at virtual museum of Indonesia (A case study at a Museum of Geology)
Museum is one of non-formal educational institutions that can give some lessons to human beings. Museum is one of teaching and learning media without taking the role of teachers for granted. The existence of museum can answer questions emerging in the teaching learning process, particularly those related to the history of human development, geology, culture and environment. Meanwhile, there are several problems that often impede the achievement of the functions of museum. One of the problems is that the visual aid learning media have not already been interactive. The problems pertaining to the interactivity is one of the sources of the lack of the visitors' learning experience. The teaching learning process conducted in museums generally covers listening, visualization, or visualization and listening area. One of the ways to handle the problems is to develop web based virtual museum of Indonesia. The VMI may lead to an interactive teaching learning process in the form of a game simulation that can be conducted every time and everywhere, including at a school as a formal educational institution. The case of this study was Museum Geologi Bandung (Bandung Museum of Geology). The study comprised some processes including the development and the test of game simulation as a teaching learning medium. The lesson to deliver was to determine the age of fossils where the students competence taken as the focus of the study was the students' motivation in the teaching learning process. The design process was conducted using tools of coperlicht engine, editor 3D Coppercube and PHP. It was then followed by the test, through sampling. Thirty five students of SMAN 12 Bandung were chosen as the samples. The research instruments used in this study were pretest, posttest, questionnaire, observation and interview. The study shows that the game simulation to determine the fossil age built on the VMI application is appropriate to use as a learning medium, either in or outside a school, wherever and whenever, as long as computers and internet connection are available. Furthermore, the game simulation on the VMI application designed for the lesson fulfilled the course material. It was supported by the teachers' and students' opinion towards the two statements. The data from the pretest and posttest show that the game simulation could increase the students' motivation, either lower or higher achievement students. Accordingly, it can be assumed that the students' achievement can be increased without any teachers' guidance.
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