DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran

The purpose of this research is to design and implement digital game based on learning basic with material of anti hypertension drugs which is divided into 5 levels using Quiz learning model in adjusting with the material of syllabus of lecture student of first semester of medical faculty of Padjadj...

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Main Author: AKBAR AZIIZ (NIM: 23215381), HABIB
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/27613
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:27613
spelling id-itb.:276132018-01-25T13:46:17ZDESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran AKBAR AZIIZ (NIM: 23215381), HABIB Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/27613 The purpose of this research is to design and implement digital game based on learning basic with material of anti hypertension drugs which is divided into 5 levels using Quiz learning model in adjusting with the material of syllabus of lecture student of first semester of medical faculty of Padjadjaran University Bandung consisting of basic concept of introduction of anti drug hypertension, blood pressure, diastole, systole, angiotensin receptor blocker, calcium channel blocker, alpha blocker agent.Digital game based learning DGBL has the name FunMedical game.Compared with the general lessons Computer Assisted Instruction (CAI) from survey data show lectures in medical faculty 83% said interesting and 17% very interesting This proves that students are very enthusiastic in learning, on the next survey question also as much as 53% of students said not easy to understand and the material used by lecturers today almost 100% using CAI method utilizing slide power point and the method is enough to help the students in understanding the course materials with 87% percentage, but the students also still expect innovation in the proven learning activities with the survey results 30% expecting learning using flash animation, 27% using games, and 27% choose power point as a learning media. From the initial analysis it concludes that new approach is needed in learning so as to stimulate students to be more enthusiastic and understand the material and improve the competence of medical students.DGBL is a new approach, especially for medical and game faculty students who are designed to fit with course syllabus and can be implemented on the learning practice. The design method should also be adjusted to the student environment in the medical faculty as well as the stage of appearance and the story line must also be in harmony with the life of medical students in general. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description The purpose of this research is to design and implement digital game based on learning basic with material of anti hypertension drugs which is divided into 5 levels using Quiz learning model in adjusting with the material of syllabus of lecture student of first semester of medical faculty of Padjadjaran University Bandung consisting of basic concept of introduction of anti drug hypertension, blood pressure, diastole, systole, angiotensin receptor blocker, calcium channel blocker, alpha blocker agent.Digital game based learning DGBL has the name FunMedical game.Compared with the general lessons Computer Assisted Instruction (CAI) from survey data show lectures in medical faculty 83% said interesting and 17% very interesting This proves that students are very enthusiastic in learning, on the next survey question also as much as 53% of students said not easy to understand and the material used by lecturers today almost 100% using CAI method utilizing slide power point and the method is enough to help the students in understanding the course materials with 87% percentage, but the students also still expect innovation in the proven learning activities with the survey results 30% expecting learning using flash animation, 27% using games, and 27% choose power point as a learning media. From the initial analysis it concludes that new approach is needed in learning so as to stimulate students to be more enthusiastic and understand the material and improve the competence of medical students.DGBL is a new approach, especially for medical and game faculty students who are designed to fit with course syllabus and can be implemented on the learning practice. The design method should also be adjusted to the student environment in the medical faculty as well as the stage of appearance and the story line must also be in harmony with the life of medical students in general.
format Theses
author AKBAR AZIIZ (NIM: 23215381), HABIB
spellingShingle AKBAR AZIIZ (NIM: 23215381), HABIB
DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran
author_facet AKBAR AZIIZ (NIM: 23215381), HABIB
author_sort AKBAR AZIIZ (NIM: 23215381), HABIB
title DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran
title_short DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran
title_full DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran
title_fullStr DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran
title_full_unstemmed DESIGN AND IMPLEMENTATION DIGITAL GAME BASED LEARNING TO FORM ADVENTURE GAME GENRE USING FSM METHOD WITH QUIZ LEARNING MODEL Case Study: Anti Hypertensive Drugs Medicine Material Faculty of Medicine Universitas Padjadjaran
title_sort design and implementation digital game based learning to form adventure game genre using fsm method with quiz learning model case study: anti hypertensive drugs medicine material faculty of medicine universitas padjadjaran
url https://digilib.itb.ac.id/gdl/view/27613
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