DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)

<p align="justify">Innovation in the process of learning to teach math is indispensable in the world of education, innovation can be realized with the use of learning media, one of the media learning in the world of education is now popular is a game-based media. Game-based learning...

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Main Author: MURTI PREWITOSARI - NIM : 23215370, WAHYU
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/31534
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:31534
spelling id-itb.:315342018-01-17T15:18:15ZDESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life) MURTI PREWITOSARI - NIM : 23215370, WAHYU Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/31534 <p align="justify">Innovation in the process of learning to teach math is indispensable in the world of education, innovation can be realized with the use of learning media, one of the media learning in the world of education is now popular is a game-based media. Game-based learning has several important roles in the field of education such as games can train students 'recall and creativity, and improve students' understanding. In this research, will be discussed game design educative where game content based on math subject matter transformation. <br /> <br /> From this research, has been designed a learning media in the form of educational games. Educational games consist of game missions with specific sub-materials (translation, dilation, rotation and reflection) and information on each level according to the sub-material difficulty level, an object design feature in the game that aims to create student creativity and students' aesthetic value, duration of play time which aims to train students' pace in answering every problem on testing every level of the game. The design of game objects according to game requirements to meet the objectives of the 2013 curriculum. <br /> <br /> Results of analysis based on testing in SMP Telkom Bandung using usability testing and user experience in educational games. Students strongly agree on aspects of ease, satisfaction, game interface, and learnbility, and students agree on aspects of gameplay and memorability designed in educational games. The results of the analysis that students have a very good understanding of the material in the game and remember the material well and students can monitor the development of ability in practice to solve the challenges contained in the game. The Result of the analysis based on data that has been collected after student play the game, reflection material more desirable than rotation material. It is expected to evaluate the design of educational games with three layered thinking method. <p align="justify"> <br /> 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 <p align="justify">Innovation in the process of learning to teach math is indispensable in the world of education, innovation can be realized with the use of learning media, one of the media learning in the world of education is now popular is a game-based media. Game-based learning has several important roles in the field of education such as games can train students 'recall and creativity, and improve students' understanding. In this research, will be discussed game design educative where game content based on math subject matter transformation. <br /> <br /> From this research, has been designed a learning media in the form of educational games. Educational games consist of game missions with specific sub-materials (translation, dilation, rotation and reflection) and information on each level according to the sub-material difficulty level, an object design feature in the game that aims to create student creativity and students' aesthetic value, duration of play time which aims to train students' pace in answering every problem on testing every level of the game. The design of game objects according to game requirements to meet the objectives of the 2013 curriculum. <br /> <br /> Results of analysis based on testing in SMP Telkom Bandung using usability testing and user experience in educational games. Students strongly agree on aspects of ease, satisfaction, game interface, and learnbility, and students agree on aspects of gameplay and memorability designed in educational games. The results of the analysis that students have a very good understanding of the material in the game and remember the material well and students can monitor the development of ability in practice to solve the challenges contained in the game. The Result of the analysis based on data that has been collected after student play the game, reflection material more desirable than rotation material. It is expected to evaluate the design of educational games with three layered thinking method. <p align="justify"> <br />
format Theses
author MURTI PREWITOSARI - NIM : 23215370, WAHYU
spellingShingle MURTI PREWITOSARI - NIM : 23215370, WAHYU
DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)
author_facet MURTI PREWITOSARI - NIM : 23215370, WAHYU
author_sort MURTI PREWITOSARI - NIM : 23215370, WAHYU
title DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)
title_short DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)
title_full DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)
title_fullStr DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)
title_full_unstemmed DESIGN AND IMPLEMENTATION OF GARDENING EDU GAME (Case Study:Applying Transformation in The Real Life)
title_sort design and implementation of gardening edu game (case study:applying transformation in the real life)
url https://digilib.itb.ac.id/gdl/view/31534
_version_ 1822267798208905216