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Educational game design calculation of broad and round the triangle and quadrilateral using DPE (Design, play, and experience) framework
Sainudina, Prihatmanto A.S.a, Wuryandari A.I.a
a School of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, 40132, Indonesia
[vc_row][vc_column][vc_row_inner][vc_column_inner][vc_separator css=”.vc_custom_1624529070653{padding-top: 30px !important;padding-bottom: 30px !important;}”][/vc_column_inner][/vc_row_inner][vc_row_inner layout=”boxed”][vc_column_inner width=”3/4″ css=”.vc_custom_1624695412187{border-right-width: 1px !important;border-right-color: #dddddd !important;border-right-style: solid !important;border-radius: 1px !important;}”][vc_empty_space][megatron_heading title=”Abstract” size=”size-sm” text_align=”text-left”][vc_column_text]© 2015 IEEE.To support the improvement of the quality of education through digital content, a few years ago the Institute of Technology Bandung (ITB) has launched a portal Crayonpedia (Create Your Open Encyclopedia) Education Echo-system (CEE) as one of the places of manufacture and open education content authoring and presenting. Crayonpedia content development to date is still being developed by one of the features that the development is Vidyanusa thematic educational game that raised the level mathematics courses Junior High School (SMP). Game Vidyanusa resemble conventional math learning into the digital activities without reducing the quality of learning for students achieve basic competency standards. The learning process using the game Vidyanusa represented in Learning Implementation Plan (RPP) that the activities of students to achieve basic competency standards are controlled through role games. Design and implementation of educational games Vidyanusa through stages, namely studying literature, analysis of requirements, design of the game, making the observation sheet a questionnaire and carry out the implementation and testing in SMP Nusantara Raya Bandung with students as many as 22 students. The results showed that all the parameters of the test which consists of assessment of learning satisfaction, ease of studying and playing the game. Results of the questionnaire for testing aspects of usability and user experience have an average score of 3.2 which is in the interval 3.27 to 4.00, which means agree that this educational game to help and facilitate the teacher in delivering the subject matter of math materials.[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Author keywords” size=”size-sm” text_align=”text-left”][vc_column_text]Crayonpedia,Educational gaming,usability,User experience,Vidyanusa[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Indexed keywords” size=”size-sm” text_align=”text-left”][vc_column_text]Crayonpedia,Echo-system Education,thematic educational gaming,usability,User experience,Vidyanusa[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Funding details” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”DOI” size=”size-sm” text_align=”text-left”][vc_column_text]https://doi.org/10.1109/IDM.2015.7516342[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/4″][vc_column_text]Widget Plumx[/vc_column_text][/vc_column_inner][/vc_row_inner][/vc_column][/vc_row][vc_row][vc_column][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][/vc_column][/vc_row]