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Developing of TaPe Gaming App for interactive learning based on DGBL-ID model for students in elementary school
A Fauzi (a*), B Yudha (a), E Harli (a), T Hadi (a), I B Rangka (a), and S Sapriyanti (b)

(a) Universitas Indraprasta PGRI, Jakarta, Indonesia
(b) STMIK Nusa Mandiri, Jakarta, Indonesia


Abstract

Gaming is not purely an entertaining 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 developing TaPe App as a learning media that can be used by teachers and students in learning activities or at ice breaking time. TaPe App is built with 3 key elements i.e. challenge, response and feedback. TaPe App is developed by using Digital Game Based Learning Instructional Design (DGBLID) model with the stage of analysis, design, development, quality assurance, and implementation and evaluation. TaPe App is built with attention to the principle of good learning media that is users-friendly (visible), interesting, simple, useful, accurate, legitimate and structured which known as the principle of VISUALS. This study show the TaPe App is can run smoothly in many computer environment, and the functionality running well based on black box testing. TaPe App has many features of game like three difficulty levels, has random question in every step of game, and also have a user friendly interface. Next focus on this research is implement this app on android platform.

Keywords: TaPe Gaming; Ice Breking; Digital Based Learning; Elementary School

Topic: Instructional technology and application in elementary schools

Plain Format | Corresponding Author (Itsar Bolo Rangka)

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