83 research outputs found
Software development processes for games: a systematic literature review
This paper describes the methodology and results from a Systematic Literature Review (SLR) of the software processes used in game development. A total of 404 papers were analyzed as part of the review and the various process models that are used in industry and academia/research are presented. Software Process Improvement (SPI) initiatives for game development are dis-cussed. The factors that promote or deter the adoption of process models, and implementing SPI in practice are highlighted. Our findings indicate that there is no single model that serves as a best practice process model for game development and it is a matter of deciding which model is best suited for a particular game. Agile models such as Scrum and XP are suited to the knowledge intensive domain of game development where innovation and speed to market are vital. Hybrid approaches such as reuse can also be suitable for game development where the risk of the upfront investment in terms of time and cost is mitigated with a game that has stable requirements and a longer lifespan
Recommended from our members
The playthrough evaluation framework reliable usability evaluation for video games
This thesis presents the playthrough evaluation framework, a novel framework for the reliable usability evaluation of first-person shooter console video games. The framework includes playthrough evaluation, a structured usability evaluation method adapted from heuristic evaluation.
Usability evaluation can help guide developers by pointing out design issues that cause users problems. However, usability evaluation methods suffer from the evaluator effect, where separate evaluations of the same data do not produce reliably consistent results. This can
result in a number of undesirable consequences affecting issues such as:
• Unreliable evaluation: Without reliable results, evaluation reports risk giving incorrect or misleading advice.
• Weak methodological validation: Typically new methods (e.g., new heuristics) are validated against user tests. However, without a reliable means to describe observations, attempts to validate novel methods against user test data will also be affected by weak reliability.
The playthrough evaluation framework addresses these points through a series of studies presenting the need for, and showing the development of the framework, including the following stages,
1. Explication of poor reliability in heuristic evaluation.
2. Development and validation of a reliable user test coding scheme.
3. Derivation of a novel usability evaluation method, playthrough evaluation.
4. Testing the method, quantifying results.
Evaluations were conducted with 22 participants, on 3 first-person shooter action console video games, using two methodologies, heuristic evaluation and the novel playthrough evaluation developed in this thesis. Both methods proved effective, with playthrough evaluation providing more detailed analysis but requiring more time to conduct
THE INFLUENCE OF SOCIAL CAPITAL ON LOAN<br /> PAYMENT BEHAVIOUR COMMUNITY SELF HELP<br /> GROUP (CASE STUDY AT FINANCIAL MANAGEMENT<br /> UNITINSTITUTEFORCOMMUNITYSELF-RELIANCE<br /> IN BLIMBING SUB DISTRICT MALANG CITY)
Abstract
This study aims to examine the effect of social capital on the loan,payment behavior Community self help group in Blimbing Sub district Malang city. This type of research is survey .The population are members of community self help groups. The technique of sampling is simple random sampling. This study uses muitiple linear regression analysis. The analysis result showed that
all the independent variable simultaneously has positive and significant effect on the dependent variable. Partially,networks has positive and significant effect on payment behavior. Trust has negative and no significant effect on payment behavior
Improving Assessment and Evaluation Strategies on Online Learning
ICLI is an annual International Conference on Learning Innovation (ICLI) hosted byUniversitas Negeri Malang, Indonesia in collaboration with the Islamic Development Bank (IsDB) and Indonesian Consortium for Learning Innovation Research (ICLIR) as well as Univerisiti Teknologi MARA Cawangan Perlis, Malaysia serving as co-organizer this year. The conference aims to gather researchers, practitioners, students, experts, consultants, teachers and lecturers to share their insights and experiences on research not only in constructing innovations in learning but also the knowledge of learner’s capability. The learners who are characterized as creative and competent by having the ability to understand what they have learned and capable of taking initiative and thinking critically. In addition, ICLI is organized on the basis of the trend in the 21st century, categorized by the increasing complexity of technology and the emergence of a corporate restructuring movement. This book is the proceeding of ICLI 2021, containing a selection of articles presented at this conference as the output of the activity. Various topics around education are covered in this book and some literature studies around specific topics on learning and education are covered as well. This proceeding book will be beneficial to students, scholars, and practitioners who have a deep concern in education. It is also futuristic with a lot of practical insights for students, faculty, and practitioners, and also a description of the Indonesian educational system in today’s era
The Effects of the COVID-19 Pandemic on the Digital Competence of Educators
The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aimed to reduce the spread of the Covid-19 disease. This disruption has supposed an unprecedented acceleration to the digitalization of teaching and learning. Teaching professionals have been forced to develop their digital competence in a short amount of time, getting mastery in the management of information, the creation of audiovisual contents, and the use of technology to keep their students connected. This Special Issue presents contributions regarding the adoption of distance learning strategies, experiences, or lessons learned in this domain
PENGEMBANGAN MEDIA PEMBELAJARAN ONE SIDED VIEW 3D HOLOGRAM PADA MATA PELAJARAN BIOLOGI UNTUK MENINGKATKAN CRITICAL THINKING PESERTA DIDIK KELAS X
ABSTRAK
PENGEMBANGAN MEDIA PEMBELAJARAN ONE SIDED
VIEW 3D HOLOGRAM PADA MATA PELAJARAN
BIOLOGI UNTUK MENINGKATKAN CRITICAL THINKING
PESERTA DIDIK KELAS X
Oleh
Fidia Diah Ayuni
Penelitian ini bertujuan untuk mengkaji efektivitas media
pembelajaran hologram 3D satu sisi dalam meningkatkan kemampuan
berpikir kritis peserta didik pada materi virus. Metode yang digunakan
adalah pengembangan (RnD) Borg and Gall yang dimodifikasi
menjadi sembilan tahapan penelitian dan pengembangan, diuji melalui
kuasi eksperimen. Populasi kelas X berjumlah >100 peserta didik,
dengan sampel skala kecil sebanyak enam peserta didik dan skala luas
masing-masing 36 peserta didik dalam kelas eksperimen dan kontrol.
Teknik analisis data kuantitatif yang kemudian dijelaskan secara
kualitatif.
Pengembangan media ini memiliki keunggulan utama dalam
teknologi proyeksi holografik 3D yang dapat mengatasi keterbatasan
pengajaran tradisional. Keunikan dari penelitian ini adalah satu sisi
tampilan yang mempertahankan kefokusan dan pembuatan hologram
dengan bahan yang sederhana.
Hasil penelitian menunjukkan persentase tingkat nilai
kelayakan menurut validator ahli media 97%, validator ahli materi
97%, validator ahli bahasa dengan instrumen non-test 81%, dan
instrumen test 80%. Penilaian kelayakan rata-rata guru pamong 95%
dan peserta didik 92%, termasuk dalam kriteria "Sangat Baik". Hasil
analisis N-Gain angket menunjukkan nilai signifikansi 0,260, yang
menunjukkan distribusi yang normal karena nilai signifikansi ≥0,05.
Keefektifan media ini dibuktikan melalui uji Independent Samples
Test dengan nilai df 70, dengan mean untuk pretest dan post-test
sebesar 17,782 ≥ 1,6999. Hal ini menunjukkan penolakan terhadap
nilai Ho dan penerimaan terhadap nilai Ha.
Kata Kunci: Critical Thinking, Materi Virus, Media Pembelajaran
One Sided View 3D Hologram.
iv
ABSTRACT
This study aims to examine the effectiveness of one-sided 3D
hologram learning media in enhancing students' critical thinking skills
in the subject of viruses. The modified Borg and Gall's R&D approach
with nine stages of research and development was employed, tested
through quasi-experimental methods. The population consisted of X
grade students (>100), with a small-scale sample of six participants
and a large-scale sample of 36 participants in both experimental and
control groups. Quantitative data analysis techniques were utilized,
followed by qualitative explanation.
The development of this media offers a significant advantage
through its 3D holographic projection technology, overcoming
limitations of traditional teaching methods. The unique aspect of this
research lies in its one-sided display, maintaining focus and utilizing
simple materials for hologram creation.
The research results revealed high feasibility ratings from
expert validators in media (97%), subject matter (97%), and language
(81% for non-test instruments and 80% for test instruments). The
average feasibility assessment by supervising teachers was 95%, and
by students was 92%, falling within the "Very Good" criteria. The N�Gain questionnaire analysis indicated a significance value of 0.260,
demonstrating a normal distribution as the significance value was
≥0.05. The effectiveness of the media was demonstrated through the
Independent Samples Test with a df value of 70, where the mean for
both pretest and post-test (17.782 ≥ 1.6999) led to the rejection of the
null hypothesis (Ho) and acceptance of the alternative hypothesis
(Ha).
Keyword: Critical Thinking, One Sided View 3D Hologram Learning
Media, Virus Subject
- …