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Developing of TaPe Game App for interactive learning based on DGBL model for students in elementary school
Author(s) -
Ahmad Fauzi,
Bramantara Yudha,
Eko Harli,
Tria Hadi Kusmanto,
Itsar Bolo Rangka,
S Sapriyanti
Publication year - 2019
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1318/1/012034
Subject(s) - multimedia , computer science , interface (matter) , android (operating system) , human–computer interaction , interactive media , bubble , maximum bubble pressure method , parallel computing , operating system
Gaming is not only a fun activity in competing, but also an activity that can be used as a learning tool. Gaming technologies can be utilized to create a fun and interactive learning environment through game based learning. This research on developing a TaPe App, as a learning media, can be used by teachers and students in learning activities or at ice breaking time. TaPe App is built with 3 key elements: challenge, response and feedback. TaPe App is developed by using Digital Game Based Learning (DGBL) model with the stages consisting of analysis, design phase, development phase, quality assurance, implementation and evaluation. TaPe App is built with attention to the principle of a good learning media that is easy to see (visible), interesting, simple, useful, accurate, legitimate, and structured which known as the principle of VISUALS. This study shows that the TaPe App can run in many computer environment and the functionality running well based on black box testing. TaPe App has many features of a game that includes three difficulty levels, a random questionnaire in every step of game, and has a user friendly interface. The next focus on this research is to implement this app on android platform.

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