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The Development of Education Game Learning Training Module Based on Information Technology in Industrial Revolution 4.0 for Teachers in MI Al Asy'ari Jombang

机译:基于教育游戏学习培训模块的发展,基于Industrial Revolution 4.0为教师MI Al Asy'ari Jombang

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Industrial Revolution Era 4.0 is the fourth world era where information technology has become the basis in human life. Although we are in the era of 4.0 revolution, there are still many problems related to the lack of learning innovations that utilize information technology skills. This is also experienced by one of the schools in Jombang, namely MI Al Asy'ari. As a result of that, the training of information technology Mastery needs to be held. One of which is in making interesting Educational Games based on information technology skills. Learning games which centered on active participants, can be used as innovative and fun elements in the learning experience (Silberman, 2014). Meanwhile, it is necessary to have a training module as a learning means to make the participants easier to learnthe IT-based educational game. This research is a developmental research that aims to produce an IT-based educational game learning training module for teachers at MI Al Asy'ari Jombang. This research uses the Borg & Gall model which refers to the seven steps taken by (Widyaningrum, Sarwanto, & Karyanto, 2013). Those are 1) research and data collection, 2) Planning, 3) product draft development, 4) initial field trials, 5) revising the results of trials (optional), 6) major field trials, and 7) revisions to operational products (optional). The research instrument used was a validation sheet, questionnaire, and the results of the training participants' posttest. The validity results of the two validators showed the percentage of each assessment as many as 80% for the format, and 88.74% for the contents of the module, and 86.2% for the language used in the training module. The results of practicality in the initial and main field trials are seen from the results of the participants responses. It is shown in each assessmentas many as 96.05% and 94.41%. The effectiveness results in the initial and main field trials were seen from the results of the trainees' posttest. The effectiveness results showed that the percentage of participants who met the completeness criteria classically was 83.3% and 92.3%. Thus, the IT-based educational game learning training module that has been developed can be declared feasible to be used as a means to facilitate the trainees because it fulfill valid, practical, and effective criteria.
机译:工业革命时代4.0是第四届世界时代,信息技术已成为人类生活的基础。虽然我们处于4.0革命时代,但仍有许多与利用信息技术技能的学习创新有关的问题。这也受到jombang的一所学校,即Mi Al Asy'ari所经历。因此,需要举行对信息技术掌握的培训。其中一个是根据信息技术技能制作有趣的教育游戏。学习游戏以积极参与者为中心,可以作为学习体验中的创新和有趣的元素(Silberman,2014)。同时,有必要将培训模块作为学习意味着使参与者更容易学习基于IT的教育游戏。该研究是一种发展研究,旨在为Mi Al Asy'ari Jombang提供一名基于IT的教育游戏学习培训模块。该研究使用Borg&Gall模型,其指(Widyaningrum,Sarwanto,&Karyanto,2013)采取的七步。这些是1)研究和数据收集,2)规划,3)产品草案开发,4)初步实地试验,5)修订试验(可选),6)主要实地试验的结果,7)修订运营产品(选修的)。使用的研究仪器是验证表,问卷调查和培训参与者的结果。两种验证器的有效性结果显示每个评估的百分比对于格式多达80%,而模块内容的88.74%,培训模块中使用的语言为86.2%。从参与者反应的结果中可以看出初始和主要场地试验中的实用性结果。它显示在每次评估中,多达96.05%和94.41%。从学员的后测试结果中看到了初始和主要场地试验的有效性。有效性结果表明,经典达到完整性标准的参与者的百分比为83.3%和92.3%。因此,已经开发的基于IT的教育游戏学习培训模块可以被声明可用作促进受训人员的手段,因为它满足有效,实用和有效的标准。

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