游戏认识的民族英雄使用Android 2为小学四年级

Muhammad Irfan Annas, Jeki Kuswanto, Arvin Claudy Frobenius, W. Untoro
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引用次数: 0

摘要

游戏是当今儿童的一种流行的娱乐媒介。我们可以在桌面或手机平台上找到不同类型的游戏。游戏应用对用户有积极和消极的影响,尤其是对学生的消极影响,其中一个是忘记学习时间,许多类型的游戏都有娱乐媒体的功能。游戏媒体不仅仅是一种娱乐,游戏也可以作为学习媒体。基于这些因素,本研究旨在确定游戏作为学生学习英雄历史的媒介的有效性。在本研究中,使用HTML5构建2,使用多媒体开发生命周期(MDLC)方法,包括几个序列,如概念,设计,材料,制造,测试到分销。研究的结果是一款基于Android手机的游戏。研究结果表明,儿童了解英雄历史的有效性提高了17%,评估因素包括外观、菜单完整性、内容以及游戏的易用性和收益
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Game Mengenal Pahlawan Nasional Menggunakan Construct 2 Berbasis Android untuk Sekolah Dasar Kelas IV
Games are a popular entertainment medium for children in today's modern times. Several types of game genres can be found on a desktop or mobile basis. Game applications have a positive and a negative impact for users, especially on negative impacts for students, one of that is forgetting study time and many types of games function as entertainment media. Game media is not only an entertainment, but games can be used as learning media. Based on these factors, this research was conducted to determine the increase in the effectiveness of games as a media for learning the history of heroes for students. In this study, using construct 2 using HTML5 using a multimedia development life cycle (MDLC) method consisting of several sequences such as concept, design, material, manufacturing, testing to distribution. The output of the research is an Android mobile based game. The research resulted in an increase in the effectiveness of understanding the history of heroes for children by 17%, the factors assessed were in terms of appearance, in terms of menu completeness, in terms of content, and ease of use and benefits of the game
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