#Jurnal game petualangan software
Pengembangan Media Pembelajaran Matematika Berbasis Game PC (Personal Computer) Berbantuan Software Kodu Game Lab Pada Materi Pola Bilangan. An Analysis of Variables Affecting the ICT Literacy Level of Korean Elementary School Students.
#Jurnal game petualangan android
Android Based Indonesian Information Culture Education Game. L., Lokaadinugroho, I., & Sukmandhani, A. Cross-cultural Comparison of Teachers ’ Views upon Integration and Use of Technology in Classroom. JPG (Jurnal Pendidikan Geografi), 4(3), 1–14.
Hubungan Bermain Games dengan Motivasi Belajar Siswa Sekolah Menengah Pertama (SMP) di Kecamatan Banjarmasin Barat. Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes. Development of e-comic using pixton and kelase web on linear program of two variables assisted by geogebra. Pemanfaatan Lego pada Pembelajaran Pola Bilangan. Journal of Research on Technology in Education, 40(1), 23–38. Digital Games in Education : The Design of Game-Based Learning Integration of Digital Games in Learning and e- Learning Environments : Connecting Experiences and Context. International Journal of Research in Education and Science, 1(2), 175–191. Teaching and learning with technology: Effectiveness of ICT integration in schools. International Journal of Modern Education Research, 1(2), 37–42. Impact of ICT Course on Pre-Service Teachers Acquisition of ICT Literacy Skills and Competence in Nigeria. The Development of Interactive Mathematics Learning Media Based on Schoology and Visual Basic Through Industrial Revolution 4. P., Oktavianingtyas, E., Hussen, S., & Lailiya, N. The Use and Effects of Smartphones in Higher Education. Pembangunan Game Edukasi “ Petualangan Kolev ” Sebagai Media Pembelajaran Matematika Berbasis Android (Studi Kasus SMPN 1 Tanjungsari).įaraweh, H. ICT Literacy Among Undergraduates in Nigerian Universities ICT Literacy Among Undergraduates in Nigerian Universities. Based on these three criteria, it can be concluded that the Construct 2 android-based educational math game on the number pattern material can improve students' ICT literacy.Īdetimirin, A. The average N-Gain value obtained was 0.75, with an average value for the ICT literacy questionnaire of 0.89 and the average value for the learning outcome test of 0.61. The increase in students' ICT literacy was determined based on the ICT literacy questionnaire and learning outcome tests' average N-Gain score. The effectiveness was determined based on the percentage of students' learning outcomes which was 83.33%. The level of practicality of the developed product was 83.96% based on a users' responses questionnaire. The results showed a correlation coefficient value of 0.87 and included in the valid category with very high interpretation. The application must be valid, practical, and effective. Also, the researchers developed the Android-based application based on ICT literacy indicators.
The development model consisted of 4 stages: the Define stage, the Design stage, the Development stage, and the dissemination stage. This research employed the Research and Development method with a 4-D development model. This research aimed to describe the development process and results of the Construct 2 Android-based education math game on number pattern subjects to increase student's ICT literacy.