DIGITAL GAME-BASED LEARNING DESIGN ON VIDYANUSA PLATFORM FOR GENERATION Z (CASE STUDY SUBJECT MATTER SPLDV IN SECOND GRADE OF JUNIOR HIGH SCHOOL)
The changing characteristics of the students make the focus of today's learning become adaptable to balance student needs and expectations. One form of adaptation is switch to a digital system, or to the world of education known as E-Learning which has several advantages such as no time limit w...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/28412 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The changing characteristics of the students make the focus of today's learning become adaptable to balance student needs and expectations. One form of adaptation is switch to a digital system, or to the world of education known as E-Learning which has several advantages such as no time limit when using it, nor the limits of the place when accessing it until the use of gamification in it. In addition to the use of gamification there is also digital video games as a learning tool called Digital Game-Based Learning. Digital Game-Based Learning is used to help some jobs like memorization, quizzing and drilling as well as digital games help students learn the subject in a context that is part of an interactive system. <br />
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Therefore the proposed activity is to build Digital Game-Based Learning for second grade of junior high school math subjects with subject matter SPLDV using card games. Development of digital game-based learning using multimedia development life cycle method consisting of concept, design, obtaining content material, assembly and testing. Digital Game-Based Learning uses a type of game card that suitable for memorization, concept matching and pattern recognition. <br />
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Based on the results of research that has been done can be concluded that the design of digital game-based learning on vidyanusa platform for generation Z has been successfully done. Based on the test results can be concluded that the digital game-based learning game type card game can be used as a media supporting learning Z-generation proven by 26.18% of respondents said strongly agree and 31.27% of respondents said agree stories related to daily life will making students better understand the concept of learning more quickly. |
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