Instrumen penelitian menggunakan worksheet mahasiswa, panduan observasi serta wawancara dengan melibatkan 17 orang mahasiswa jurusan pendidikan fisika Universitas Musamus Merauke. Metode penelitian yang digunakan adalah metode kuantitatif dan kualitatif deskriptif. Literasi teknologi dapat diukur melalui indikator kebiasaan, kompetensi pengguna, praksis dan efek bagi pengguna. Tujuan penelitian ini adalah ingin mengetahui gambaran kemampuan literasi teknologi mahasiswa calon guru fisika melalui online formative assessment. Salah satu bentuk pengembangannya adalah online formative assessment. Peranan Literasi Teknologi tidak hanya terbatas pada kemampuan mahasiswa menggunakan teknologi, namun bagaimana mahasiswa mengorganisir pengetahuan mereka dalam menangkap informasi dari teknologi, mengembangkan konten konten kreatif menggunakan teknologi dalam satu kesatuan sistem pembelajaran. Literasi teknologi merupakan salah satu kemampuan mahasiswa terutama sebagai calon guru sesuai dengan tuntutan program merdeka belajar. The findings demonstrate how learners encounter mathematics and pursue their own mathematical problems, forming assemblages of mathematical and game-making practices. We discuss three groups' materializing their ideas into playable game pieces, using different shapes (i.e., triangles, squares, and rhombuses). We collected ethnographic data, including video recordings of the classroom, photos of students' in-progress and final games. Each group considered what they could change in the original game, and created a unique game that explored various shapes mathematically. It was conducted in a STEM learning classroom in a western Canadian school. In this study, grade 3 and 4 learners went through the process of playing and redesigning an existing tabletop game called, Triominos. ![]() ![]() On the other hand, there is very little research on how the materiality of tabletop games engage learners differently. Recent research shows that game design approach supports students' interestdriven learning while engaging them in systems thinking. Based on our findings, we suggest redesigning games facilitated learners deepen their understanding of mathematical concepts as part of a designed game system in STEM classes. We found that any change made by learners not only influenced mechanics, dynamics, and aesthetics of the game but also helped engage learners, encourage unconventional ideas, promote learning, and solve problems. In this paper, we present the works of three groups of three teammates. We gathered data through weekly observations of two classes (about 45 learners, ranging from age eight to ten) in a west-Canada school. Considering what could be changed from the original game, each group provided a different design for Triominos to accommodate the changes introduced. Third and fourth graders worked as teams to make changes on Triominos over a period of six weeks. The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Play is an important part of the childhood. A few of the participants successfully extended the existing framework to implement new game mechanics within their prototypes. A majority of the volunteers (66%) found it easy to use and were of the opinion that it saves time. We evaluated the tool with 18 novice game developers through a questionnaire-based user survey. In this paper, we propose NoteG, a computational notebook towards rapid game prototyping. However, its use has not been explored in the field of game development and prototyping. They can help run individual code snippets, visualize the output, consolidate the source code, and share live code easily. ![]() In recent years, computational notebooks have gained widespread popularity among developers. ![]() Game prototyping is one of the most essential parts of the game design and development cycle as it allows developers to continuously test and improve their ideas. However, it can become complex to develop a minimum working game or a prototype with the help of high-end game engines. Game development-based approaches are increasingly used to design curricula that can engage students, as these can help them apply and practice learnt computer science concepts.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |