基于二维码的组织课堂与游戏系统教材

Guntur Firmansyah
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引用次数: 6

摘要

为了支持一门课程的学习过程,必须有廉价、简单、易于学习、易于学生获取和快速获取的教材作为支持。随着技术的快速进步,许多媒体已经在印刷品和网络上发展起来,以支持学习过程。现在广为人知的一项技术是二维码。本研究旨在制作易于学习、易于快速获取的基于二维码的教材,以提高组织科目和匹配系统的学习动机。所进行的研究是发展研究。使用的开发模型是Thiagarajan等人开发的4D模型。4D阶段包括定义、设计、开发和传播。总之,从材料专家的评估中获得的数据显示83%,从语言学家的评估中显示83%,媒体专家的评估显示79%,因此可以得出结论,该产品是可行和良好的。
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QR Code Based Teaching Materials for Organizational Classes and Game Systems
To support the learning process of a course must be supported by teaching materials that are cheap, simple, easy to learn, easily accessible and quickly accessed by students. Along with the rapid advances in technology, many media have been developed both in print and online to support the learning process. One technology that is now widely known is the QR Code. This study aims to produce QR Code-based teaching materials that are easy to learn, easy and quickly accessible to improve learning motivation in organizational subjects and match systems. The research conducted is development research. The development model used is the 4D model developed by Thiagarajan, et al. 4D stages consisting of define, design, develop, and disseminate. In summary the data obtained from the evaluation of material experts showed 83%, from the evaluation of linguists 83%, evaluation of media experts 79% so it can be concluded that the product is feasible and good.
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5
审稿时长
24 weeks
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