JOURNAL BROWSE
Search
Advanced SearchSearch Tips
Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
 Title & Authors
Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach
Ramdania, Diena Rauda; Prihatmanto, Ary Setijadi; Kim, Myong Hee; Park, Man-Gon;
  PDF(new window)
 Abstract
Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.
 Keywords
Balanced Design Approach;Educational Game;Mathematic Game;Software Quality Product;ISO/IEC 9126-1 FDIS;Student Assessment;
 Language
English
 Cited by
 References
1.
PISA Survey, http://www.kompasiana.com/www.febrialdiali.blogspot.com/siswa-indonesia-peringkat-64-dari-65-negara-tapipaling-bahagia-di-dunia_552b89306ea83485098b4595, (Accessed Aug. 15, 2015).

2.
PISA Survey, http://litbang.kemdikbud.go.id/index.php/survei-internasional-pisa, (Accessed Aug., 15, 2015).

3.
M. Prensky, "Digital Natives, Digital Immigrants," Journal of the Horizon, Vol. 9, No. 5, pp. 1-6, 2001. crossref(new window)

4.
G. Jen, H. Cathrin, and S. Cranmer, The Impact of Console Games in the Classroom: Evidence from Schools in Scotland, Research Report of National Foundation for Educational Research, 2010.

5.
J. Groff, J.C. Midura, V.E. Owen, L. Rosenheck, and M. Beall, Better Learning in Games: A Balanced Design Lens for a New Generation of Learning Games, MIT Education Arcade, Cambridge, MA, 2015.

6.
Smarter Balanced Assessment Consortium, http://www.smarterbalanced.org/wordpress/wp-content/uploads/2012/ item-writing-and-review/ppt/Introduction-to-Smarter-Balanced-Item-and-Performance-Task-Development.pptx, (Accessed Oct. 2,2015).

7.
M.J. Zieky, “An Introduction to the Use of Evidence-Centered Design in Test Development,” Journal of Psicologia Educativa, Vol. 20, No. 2, pp. 79-87, 2014. crossref(new window)

8.
S. Subarinah, Inovasi Pembelajaran Matematika SD, Depdiknas, Jakarta, 2006.

9.
S. Wardhani, Implikasi Karakteristik Matematika dalam Pencapaian Tujuan Mata Pelajaran Matematika di SMP/MTs, Depdiknas PPPPTK Matematika, Yogyakarta, 2010.

10.
Game Lure of Labyrinth, https://labyrinth.thinkport.org/www/educators.php, (Accessed Oct. 3, 2015).

11.
Game Radix Endeavor, https://www.radixendeavor.org/teachers, (Accessed Sep. 13, 2015).

12.
Apa Sih Curriculum 2013 Blog, https://motivatorkreatif.wordpress.com/2014/07/16/apasih-kurikulum-2013, (Accessed Dec. 1, 2015).

13.
F.H. Tsai, K.H. Yu, and H.S. Hsiao, "Designing Constructivist Learning Environment in Online Game," Proceedings of the First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning, pp. 212-214, 2007.

14.
D.R. Krathwohl, B.S. Bloom, and B.B. Masia, Taxonomy of Educational Objectives, Handbook I I : Affective Domain, David McKay Co., Inc, N.Y., 1964.

15.
R.H. Dave, Developing and Writing Behavioural Objectives, Educational Innovators Press, Arizona, 1975.

16.
R.S. Wahono, Lecture Notes in Software Engineering, Computing Research and Techno-preneurship, http://romisatriawahono.net/2006/06/05/teknik-pengukuran-kualitas-perangkat-lunak/, (Accessed Nov., 24, 2015).

17.
Systems and Software Engineering-System and Software Quality Requirements and Evaluation, ISO/IEC 9126-1:2001 and ISO/IEC 25010:2011, 2011.

18.
J.H. Seo, M.H. Kim, and M.G. Park, “A Study on the Segmentation for Adaptation of Web Contents in Smart Learning Environment,” Journal of Korea Multimedia Society, Vol. 19, No. 2, pp. 325-333, Feb. 2016. crossref(new window)