Game Application

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Handayani Popon - One of the best experts on this subject based on the ideXlab platform.

  • Rancang Bangun Aplikasi Game Edukasi Tebak Gambar Dan Fuzzle Untuk Anak Usia Dini
    'Universitas Bhayangkara Jakarta Raya', 2020
    Co-Authors: Huzena, Bayu Ramdhan, Fatmawati Fatmawati, Handayani Popon
    Abstract:

    Abstract   One form of entertainment that is familiar and indeed much in demand in our lives is the Game. Games are Applications that are familiar to the community and also early childhood from all walks of life. But the development of the Game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of Game users because remembering children prefer playing Games rather than learning theoretically. From the existing problems, in this study the authors built an educational Game Application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of Games and the existence of educational guessing Game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational Game Applications. With this educational guessing Game Application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.   Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates   Abstrak   Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah Game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan Game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna Game karena mengingat anak-anak lebih suka bermain Game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi Game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk Game dan dengan adanya Game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam  proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi Game edukasi. Dengan adanya aplikasi Game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.   Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yate

Theodosia Prodromou - One of the best experts on this subject based on the ideXlab platform.

  • mobile technologies in the service of students learning of mathematics the example of Game Application a l e x in the context of a primary school in cyprus
    Mathematics Education Research Journal, 2016
    Co-Authors: Andreas O Kyriakides, Maria Meletioumavrotheris, Theodosia Prodromou
    Abstract:

    This article reports on the main experiences gained from a 2-year study which incorporated A.L.E.X., an educational puzzle Game available on iPad or Android tablet devices, within the primary school mathematics curriculum. The study took place in a public primary school, located in a rural area of Cyprus. The majority of its students come from low socioeconomic status families. Among the school community, a group of 15 pupils (eight boys and seven girls), aged 10–11 years old, was randomly selected to comprise the sample. The same group of students was visited twice within a period of 2 years, and a teaching intervention was organized. In both interventions, the Application A.L.E.X. accompanied by a student worksheet constituted the main means of instruction. The worksheets were designed to integrate a technology with core mathematical ideas embedded in the national mathematics curriculum. Findings gained from the teaching intervention suggest that Game apps hold a lot of promise as a tool for reforming mathematics education. While working with A.L.E.X., the children identified and processed mathematical themes that emerged spontaneously. They experienced unique emotions of surprise and enthusiasm regarding the existence of Games with mathematical content that led them to acknowledge the pedagogical role that tablet devices could play. This helped them to broaden their fundamentally narrow viewpoint of mathematics as being primarily computation and arithmetic.

Hanchao Chang - One of the best experts on this subject based on the ideXlab platform.

  • the effect of flow experience on player loyalty in mobile Game Application
    Computers in Human Behavior, 2016
    Co-Authors: Weilun Chiang, Chintarn James Lee, Hanchao Chang
    Abstract:

    Mobile gaming is an emerging with highly competitive industry. There are hundreds of Games launched per day in the past two years. To understand whether factors influence the player loyalty (PL) of Game users through flow experience, this study tested the proposed hypothesis by administering a questionnaire survey on the mobile Game Application "Tower of Saviors". A structural equation modelling analysis and the FsQCA method were adopted to explore the survey responses of 394 players who were recruited for this study. According to the empirical study results, human-computer interaction (HI), social interaction (SI), skill (S), and challenge (C) independently positive influenced flow experience, and further positively influenced the PL of mobile Game users. This study contributes to the literature on flow theory by elucidating the influence of player behavior on their PL. In particular, the higher the C and SI are, the more the Game challenges experienced players and facilitates interactions with each other, thereby raising PL. To understand whether factors influence the player loyalty through flow experience.Confirmed the relationship between flow experience and AF and PE in mobile Games.Flow experience exerted a positive effect on player loyalty.Four factors of flow experience individually affect players' PE and AF.Player loyalty increases when players enjoy and concentrate on playing a Game.

Huzena, Bayu Ramdhan - One of the best experts on this subject based on the ideXlab platform.

  • Rancang Bangun Aplikasi Game Edukasi Tebak Gambar Dan Fuzzle Untuk Anak Usia Dini
    'Universitas Bhayangkara Jakarta Raya', 2020
    Co-Authors: Huzena, Bayu Ramdhan, Fatmawati Fatmawati, Handayani Popon
    Abstract:

    Abstract   One form of entertainment that is familiar and indeed much in demand in our lives is the Game. Games are Applications that are familiar to the community and also early childhood from all walks of life. But the development of the Game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of Game users because remembering children prefer playing Games rather than learning theoretically. From the existing problems, in this study the authors built an educational Game Application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of Games and the existence of educational guessing Game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational Game Applications. With this educational guessing Game Application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.   Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates   Abstrak   Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah Game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan Game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna Game karena mengingat anak-anak lebih suka bermain Game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi Game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk Game dan dengan adanya Game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam  proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi Game edukasi. Dengan adanya aplikasi Game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.   Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yate

Heru Supriyono St. Msc. - One of the best experts on this subject based on the ideXlab platform.

  • Aplikasi Game Edukasi Tebak Gambar Dan Menyusun Kata Untuk Siswa TK Berbasis Android
    2020
    Co-Authors: Dwisaputro, Krisan Bagus, Heru Supriyono St. Msc.
    Abstract:

    In the world of education, learning about arranging words and numbers is actually taught when children enter kindergarten.The material presented at Kindergarten Pertiwi 1 Blangu still uses the usual learning method that relies on wooden blocks as an introduction to be considered inadequate to create interest. student learning goes up. The learning ability of kindergarten students is very varied, some are dexterous in remembering every word and number, some are weak learning how to pronounce words and numbers due to the lack of interesting learning media for students. The purpose of this research is to make educational Games about arranging words and numbers. Data collection was carried out at Kindergarten Pertiwi 1 and met with kindergarten teaching staff for interviews and observations. Making image assets in this study using Corel Draw 12 and Adobe Photoshop CS6 software. This educational Game is made using Construct 2, then the results of the master file are exported into an apk bundle file. This word and number recognition educational Game Application has 2 features, a material menu containing 3 sub menus, and a hint menu containing instructions on how to use this Game. Testing on the Blackbox shows all the features contained in this software can run as expected since the beginning of development and manufacture. The SUS test that has been carried out has obtained 83 results with the following conditions: a.) The level of user acceptance is in the acceptable category, b.) The grade level of the scale is in category B, and c.) The rating adjective is in the excellent category. Keywords: Android, Construct 2, Game edukasi, TK Pertiwi 1 Blangu