基于嵌入式系统体现交互的童军互动游戏

Iwan Kurnianto Wibowo, Muhammad Andan Cahyo
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引用次数: 0

摘要

童军是在11-15岁的幼童军之后的童军级别。在他们的年龄范围内,他们可以使用物理对象形式的逻辑思维来解决问题。童军运动的发展经历了起起落落,最近对童军活动感兴趣的儿童人数有所下降。其影响是,他们得到的球探洞察力不是最佳的。解决这一问题的一个策略是开发童子军的形式、工具和学习媒体。游戏是一种可以创造有效学习的学习媒介。教育游戏是一种受欢迎的学习媒体,由专家和印度尼西亚广泛开发。不幸的是,在童军领域,教育游戏还不够发达。在本研究中,笔者将为童子军构建一个具有教育意义的童军游戏。在侦察兵阶段,他们开始学习沟通代码、技巧、自然识别等。使用具身互动技术创造的游戏。这项技术允许用户使用身体运动来控制游戏。这个游戏的目的是增加孩子们对童军活动的兴趣和洞察力。从已经完成的研究结果可以看出,在玩过游戏后,95.5%的孩子认为这是令人兴奋的,87%的孩子对童军活动产生了热情。根据前测和后测的结果,球探洞察力在玩完游戏后增加了,平均增加的百分比为18.7%。
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Scouting Interactive Games for Scouts Based on Embodied Interaction Using Embedded System
Scouts is the scouting level after the cub scout aged 11-15 years old. In their age range, they can use logical thinking in the form of physical objects to solve a problem. The development of the Scout Movement has had ups and downs, and recently the number of children interest in scouting activities decreases. The impact is the scouting insight they get isn't optimal. One strategy to solve this problem is by developed forms, tools, and learning media of scouting. Game is one of the learning media that can be used to create effective learning. The educational game is a popular learning media and widely developed by experts, as well as in Indonesia. Unfortunately, in the field of scouting, educational games are less developed. In this research, the author will build an educational scouting game for scouts. In the scouts level, they began to be introduced about communication code, skills, natural recognition, and others. Games created using Embodied Interaction technology. This technology allows users to control the game using body movement. The purpose of this game is to increase the interest and insight of children on Scout activities. From the results of research that has been done, it can be seen that after playing the game, 95,7% of children thought it is exciting, and 87% of them became enthusiastic join scouting activity. Based on the results of the pre-test and post-test, scouting insight increased after playing the game with an average percentage of increased insight being 18.7%.
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