2019
DOI: 10.3991/ijet.v14i14.10505
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Evaluation of an Educational Media on Cube Nets Based on Learning Effectiveness and Gamification Parameters

Abstract: At most of elementary school, students learn cube nets from a books and teacher stories. As a three dimentional structure, a cube alsochapter should be taught using three dimentional media. It helps students to imagine the concept of the chapter. A cube has eleven nets, therefore it may be hard to get all of the nets and present them as media in front of students. This paper proposes a media education for cube nets learning. The media is software that developed for desktop utilizing. The software product from … Show more

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Cited by 8 publications
(18 citation statements)
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References 11 publications
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“…The learning media developed in this research is an Android-based application called "LEGASI" that can be downloaded from the Google Play Store. This application is believed to improve the quality of learning in the classroom and are highly effective for improving student learning outcomes [33], [34], [35]. In addition, an Android-based application which has been developed help students with hearing impairments to learn to read the Quran [36].…”
Section: Discussionmentioning
confidence: 99%
“…The learning media developed in this research is an Android-based application called "LEGASI" that can be downloaded from the Google Play Store. This application is believed to improve the quality of learning in the classroom and are highly effective for improving student learning outcomes [33], [34], [35]. In addition, an Android-based application which has been developed help students with hearing impairments to learn to read the Quran [36].…”
Section: Discussionmentioning
confidence: 99%
“…There are eleven different cube nets. Wardani and Toole [8] recommend that when pupils learn about cube nets, they are given one or two nets modeling that can be turned into a cube. The absence of this modeling may be the cause of students' misconceptions about cube nets.…”
Section: Spatial Abilitymentioning
confidence: 99%
“…Dado el compromiso que los estudiantes sienten durante el juego es sensato incluir elementos del diseño del juego que estimulen su motivación a aprender, aún más considerando el ecosistema multiplataforma de dispositivos móviles que caracteriza su cotidianidad (De Santis-Piras y Morales Morante, 2019). Los estudiantes obtienen más puntajes después de usar los medios educativos (Wardani et al 2019).…”
Section: Alfabetización Mediática Y La Interacción Lúdicaunclassified
“…Seguidamente, la dimensión "Estética", con el 25% de los manuscritos, señala la promoción de la creatividad junto al diseño gráfico y audiovisual de las producciones. En este caso, destacan la participación en la creación y diseño de juego (Göbl et al, 2019;Dehart, 2017), la creación de póster de gráficos, la improvisación y demostración de multimedia (Errabo et al, 2019), los experimentos de gamificación en medios de comunicación (Wardani et al 2019) y, por supuesto, la confección de herramientas de instrucción que sirvan de apoyo entre docentes (Dehart, 2017).…”
Section: Experiencia Lúdicaunclassified