56,980 research outputs found

    Pengembangan Game 3D Mobile Edukasi untuk Membantu Proses Pembelajaran Pengenalan Benda bagi Anak Tunagrahita

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    Children with intellectual disabilities take a long time to understand things and find it difficult to concentrate. Conventional learning at school has not been able to make children with intellectual disabilities focus on education, so learning objectives are not optimal. This research aims to produce educational mobile games in the form of 3D recognition of objects around the school that can help improve the learning process. The research method used is research and development (RD), where in-game development uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research sample consisted of ten students in grades 5–6 of SD SLB Pelita Hati Pekanbaru. The research instruments are Learning Object Review Instrument (LORI) validation sheets for media and material experts and user satisfaction sheets. Media and material experts validate game feasibility testing and the analysis of the user satisfaction questionnaire. The results showed that object recognition games for children with intellectual disabilities are very valid, motivating, exciting, and increase the concentration of students with intellectual disabilities so as to improve the learning process. Thus, 3D mobile object recognition educational games can be used as an alternative learning medium for children with intellectual disabilities

    How to develop serious games for social and cognitive competence of children with learning difficulties

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    In this paper some experiences are described, from requirements gathering to design and implementation, in the European project 'Intelligent Serious Games for Social and Cognitive Competence'. The main goal of the project is to develop serious games for social and cognitive competence of children with learning difficulties. The aim of these games is to teach youth with mild disabilities about social skills, basic skills, key cognitive competence skills and work skills. Using these interactive mobile games and 3D simulations helps the social integration and personal development of these children and youth. The project uses serious games and 3D simulations so that teaching and learning becomes interesting, playful, attractive and efficient

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Designing a Mobile Game as Promotion Media for Sambisari Temple

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    Sambisari temple is one of the historical tourist destinations in Sleman regency with the potential of its at-traction. By looking at the current problems, the Sleman Regency Tourism Office needs an effective media to reach the teenage as a target market. It aims to increase visits as well as supporting media for attractions of tourist attractions given to potential tourists. The design of this mobile game is intended to promote the Sambisari temple attractions in attracting teenager as a target market. This time, media games are very popular with teenagers, especially through mobile platforms that are also widely used by teenagers in seeking information and entertainment in their spare time. By using qualitative data collection meth-ods, namely through observation, literature study, interviews, surveyss and comparison matrix which are then an-alyzed as the basis for designing mobile games that are suitable for the teenager target market. It is hoped that through the design of this mobile game it will be able to provide increased visits and inform the area of Sambisari Temple Tourism for prospective tourists. Keywords: Mobile Game, Promotion Media, Youth, Sambisari Temple

    CGAMES'2009

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