scholarly journals Education Game of Multiplying Based on Horizontal Method of HTML 5 and Android

Author(s):  
Michael Yoseph Ricky

Over the years, technology is growing rapidly followed by the development of game and its variations. Now, game is easily found on a mobile device. Moreover, game on mobile device can also be used as an excellent medium for learning or often referred as educational game because the nature of educational game is practical, easy to carry anywhere, and tends to be fun. This research was to create a mobile game application for learning with Horizontal method based on HTML 5 and Phonegap and to introduce the method as a method of mathematical multiplication process. This research used the Scrum method for program development. The results obtained showed that the game in this study is considered attractive and received a positive response from the player. Player also found it helpful to know the patterns of mathematics through the multiplication ofnumbers in this game. So through this game the player can perform mathematical multiplication calculations quickly.

Author(s):  
Rahmiati* . ◽  
Rika Melyanti ◽  
Suryani Des ◽  
Ambiyar .

Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.


2018 ◽  
Vol 2 (3-2) ◽  
pp. 188
Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


Author(s):  
Christos Sintoris ◽  
Adrian Stoica ◽  
Ioanna Papadimitriou ◽  
Nikoleta Yiannoutsou ◽  
Vassilis Komis ◽  
...  

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.


2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


2020 ◽  
Vol 3 (1) ◽  
pp. 31
Author(s):  
Wahyu Nur Hidayat ◽  
Syaad Patmanthara ◽  
Asih Setiani ◽  
Tri Atmadji Sutikno ◽  
Eddy Sutadji

Tujuan artikel ini adalah untuk menguraikan kegiatan peningkatan keterampilan guru SMK bidang TKI untuk mengembangkan mobile game edukasi. Pelaksanaan kegiatan pelatihan dilakukan di SMKN 2 Singosari dengan jumlah peserta sebanyak 30 guru SMK se Kota Malang. Pelatihan dilakukan dengan metode IN-ON-IN yang dimulai dengan kegiatan seminar terkait disruptive learning innovation dan workshop pengembangan game edukasi. Kegiatan ON merupakan penugasan pengembangan game dan di akhir kegiatan IN adalah evaluasi tugas dan kegiatan pelatihan. Berdasarkan hasil penilaian angket didapatkan bahwa 85 persen guru telah memahami karakteristik macam-macam game dan sebanyak 80 persen guru telah dapat mengembangkan mobile game edukasi. Kata kunci— pelatihan, media pembelajaran, game edukasi, guru SMK. AbstractThe purpose of this article is to outline the activities of vocational teacher skills improvement in the field of TKI to develop educational mobile games. The implementation of training activities was carried out at SMKN 2 Singosari with a total of 30 SMK teachers in Malang. The training was conducted using the IN-ON-IN method which began with seminars related to disruptive learning innovation and educational game development workshops. The ON activity is an assignment for game development and at the end of the IN activity is the evaluation of the tasks and training activities. Based on the results of the questionnaire assessment, it was found that 85 percent of teachers had understood the characteristics of various games and as many as 80 percent of teachers had been able to develop educational mobile games.Keywords— training, learning media, game education, vocational teacher


2021 ◽  
Vol 5 (2) ◽  
pp. 315-324
Author(s):  
Wenda Novayani ◽  
◽  
Shumaya Resty Ramadhani ◽  
Irvandy Hartono ◽  
◽  
...  

The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


2013 ◽  
Vol 64 ◽  
pp. 24-41 ◽  
Author(s):  
David Furió ◽  
Santiago González-Gancedo ◽  
M.-Carmen Juan ◽  
Ignacio Seguí ◽  
María Costa

2019 ◽  
Vol 5 (1) ◽  
pp. 39-50
Author(s):  
Loviga Denny Pratama ◽  
Wahyu Lestari ◽  
Ahmad Bahauddin

Era Industri 4.0 has prompted academics to be able to apply a technology in a learning. However, this condition is still not supported by the availability of learning media used in schools. Therefore, this study aims to describe the response of academics, to educational game in learning. Two hundred twenty one students and fifty-three teachers from Probolinggo were randomly allocated to be the subject of this study. The responses collected with non-test techniques, were analyzed quantitatively and qualitatively. The results indicated educational game gain a positive response and greatly needed by academics. Furthermore, this result can be followed up for media developers and researchers to test the educational game in learning.


2018 ◽  
Vol 3 (2) ◽  
pp. 625-642
Author(s):  
Diego Arantes Teixeira Pires ◽  
Leonardo Alves do Nascimento ◽  
Tatyana Mira Medeiros ◽  
Luiz Fernando Batista Loja

Resumo: Atualmente paira sobre a área de Ciências Naturais, e principalmente na disciplina de Química, uma grande preocupação em relação ao processo de ensino-aprendizagem de conceitos científicos. Uma solução, por parte dos estudiosos da Educação Química, para sanar essa problemática é desenvolver e apontar materiais que utilizem Novas Tecnologias para incrementar a metodologia das aulas ministradas pelos professores de Ciências. Alguns desses materiais, que podem contribuir com o êxito no processo de ensino-aprendizagem, são os softwares lúdicos educacionais. Nesse sentido, realizou-se o desenvolvimento de um aplicativo para dispositivo móvel, denominado Quimi Crush, para auxiliar na mediação do conteúdo de Funções Orgânicas no Ensino Médio. O jogo didático foi desenvolvido, testado e aplicado com alunos do Ensino Médio e alunos do Ensino Superior. Esse jogo foi bem avaliado por ambos os grupos. Além disso, Quími Crush foi validado como jogo didático, podendo ser uma ferramenta para auxiliar as aulas de Química, tornando-as mais dinâmicas e interessantes.Palavras-chave: Química Orgânica. Atividades Lúdicas. Tecnologias na Educação. Abstract: Nowaday, there is a great concern about the teaching and learning process of scientific concepts in the field of Natural Sciences, and especially in Chemistry classes. For education researchers, a solution to solve this problem is to develop and point out materials that use new technologies to increase the methodology of the classes. Some of these materials, which can contribute to the success in the teaching-learning process, are playful educational softwares. In this sense, it was developed a mobile device application, named Quimi Crush, to assist in mediating the content of Organic Functions in high school classes. The playful game was developed, tested and applied with High School and ungergraduate students. This game was well rated by both groups. In addition, Quimi Crush has been validated as an educational game and can be a tool to help in chemistry classes, making them more dynamic and interesting.Keywords: Organic Chemistry. Playful Activities. Educational Technologies.


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