基于Bloom分类法的手机增强现实严肃游戏设计

Tri Ika Jaya Kusumawati, A. Rifa’i, M. Purnomo
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引用次数: 0

摘要

真实学习资源的有限性、学习的呈现方式不够吸引人、材料传递与学生思维能力水平的不匹配是实施学习过程中需要立即解决的挑战。本研究旨在利用基于分类法bloom的增强现实严肃游戏原理开发学习应用程序,作为解决这一问题的替代方案。使用的方法是ADDIE开发周期。这个循环包括五个阶段,即分析、设计、开发、实施和评估。本研究制作的产品是一个基于bloom对计算机网络材料的分类法的增强现实概念的严肃游戏应用程序。这个应用程序在5名教师和30名学生身上进行了测试。接下来,从四个方面对应用程序进行评估,即功能、可靠性、可用性和效率。评估结果表明,开发的应用程序在四个方面都很好地满足了标准,其中58%的用户对功能方面给予好评,55%的用户对可靠性方面给予好评,50%的用户对可用性方面给予好评,47%的用户对效率方面给予好评。
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Mobile Augmented Reality Serious Game Design Based on Bloom’s Taxonomy
The limitations of real learning resources, the less attractive presentation of learning, and the mismatch of material delivery with the level of students’ thinking abilities were challenges in implementing learning that needed to be addressed immediately. This study aimed to develop learning applications using the principle of augmented reality serious games based on taxonomy bloom as an alternative solution to this problem. The method used was the ADDIE development cycle. This cycle consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The product produced in this study was a serious game application with the concept of augmented reality based on bloom’s taxonomy on computer network material. This application was tested on five teachers and thirty students. Next, an evaluation of the application was evaluated in terms of four aspects, namely functionality, reliability, usability, and efficiency. The evaluation results show that the application developed meets the criteria well in the four aspects, with details of 58% of users giving good ratings on the function aspect, 55% on the reliability aspect, 50% on the usability aspect, and 47% on the efficiency aspect.
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