“分数烘焙”教育游戏的开发:小学生媒介优势分析

H. E. Chrisnawati, B. Usodo, F. Nurhasanah, S. Sutopo, Y. Kuswardi
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引用次数: 0

摘要

本研究旨在开发一款教育游戏,作为小学数学,特别是分数的学习媒介。这款名为《分数面包店》的游戏是为了回应学生和老师对分数学习和教学困难的抱怨而开发的。这个困难,如果解决得不好,可能会成为他们理解更高级数学概念的冰山一样的问题。数字识别,包括分数,是学习数学的基础。作为一名教师,有必要评估这些学习困难,并寻找学生可以享受的其他互动学习媒体。为了研究的目的,采用Thiagarajan提出的研发模型,包括定义、设计、开发和传播阶段。这个游戏还在开发过程中,通过对Sebelas Maret大学数学教育专业本科生的试答来评估媒体价值。关于产品的界面,71%的受访者给了高分,57%的受访者给了游戏动画很高的分数,75%的受访者表示游戏可能会激励用户学习(情感影响),57%的受访者表示游戏中提供的材料与能力高度相关
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The Development of the Educational Game “Fraction Bakery ”: An Analysis of Media Advantages for Elementary School Students
This study aims to develop an educational game as a learning media for mathematics at the elementary school level, particularly fractions.  Named Fraction Bakery, this game was developed as a response to complaints of students' and teachers' difficulty in learning and teaching fractions. This difficulty, if poorly addressed, may serve as an iceberg-like issue for their understanding of more advanced mathematic concepts. Number recognition, including fractions, is fundamental to learning mathematics. As a teacher, it is necessary to evaluate such learning difficulties and seek alternative interactive learning media their students can enjoy. For the purpose of the study, the research and development model proposed by Thiagarajan, consisting of Define, Design, Development, and Disseminate stages, was applied. This game was still in the development process by evaluating the media value using trial responses involving undergraduate students of mathematics education at Sebelas Maret University. Regarding the product's interface, 71% of respondents gave a high score, 57% gave a very high score to the game animation, 75% stated that the game would likely motivate users to learn (affective impact), and 57% stated that the materials delivered in the game are highly relevant to the competency
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