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ICSCA 2018 Kuantan, Malaysia

DIGITAL GAME BASED


LEARNING
USING AUGMENTED REALITY
FOR MATHEMATICS
LEARNING
Izzati Muhimmah
Fadila Aulia Pritami
Outline
1. Background
2. Game Based Learning
3. Augmented Reality
4. AR vs VR
5. Methods
6. Game Overview
7. Results
8. Conclusion

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Background
● Children gadget abuse
● Lack of children social interactions
● Children motoric nervous system degenerated
● Children lack of interest in learning math
● Technology development as learning media

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Trends in Mathematics and
Science Study (TIMSS) 2015

Rank

44
from

49
Countries

ICSCA 2018 Kuantan, Malaysia


http://timss2015.org/timss-2015/mathematics/student-achievement/
4
Game-Based learning
Learning method that uses specially designed game
applications to help the learning process. It illustrates an
approach in teaching, where students explore relevant
aspects of the game in the context of a gameplay
designed by the teacher. Game-based learning is a
learning centered on learners who use electronic games
for educational purposes.

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Augmented Reality
Augmented Reality (AR) refers
to the direct view of the real-
world environment which
elements are combined with
computer images that create
mixed reality.

http://s3.amazonaws.com/digitaltrends-uploads-
prod/2016/07/Pokemon-Go-Present-Future-0001.jpg

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AR vs VR
AR VR
● Interaction between human ● Change real world environment
and virtual objects in real into virtual world
world ● Need VR headgear
● Real-life simulation ● Mostly used for simulation
● Connect people ● Limited interactions only inside
● Inform people about virtual world
location and tourism
objects around

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Methods
● Game Development
● Learning Materials and Target Audience

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Game Development

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System General Overview Diagram

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Genre
This game application has the following genres:
1. Action
This game trains players using reflexes and accuracy to find and shoot balloon that have the
right answer.
2. FPS (First-Person Shooter)
FPS is a type of video game shooting a target with a first-person perspective. Player acts
from the point of view of the first person to aim and pop the balloon with the correct answer.
3. Adventure
Allows the player to explore the environment to be able to do actions in game or move on to
the next level.

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Genre
4. Trivia
At each level, the questions are provided by system. Player have to shoot the balloon with
the correct to add score, otherwise the score will be reduced if player shoots the wrong
balloon.
5. Augmented Reality
Game projects a real-world environment with virtual objects in the form of 3D balloons
simultaneously.

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Learning Materials and
Target Audience

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Mathematics learning materials
The mathematics learning material in this app is adapted from the 2013 curriculum
syllabus compiled by the ministry of education and culture of Indonesia.

Target audience
a. 7-9 years: Children. The seven-year age is called the "age of reason". At this age,
children have been able to read, think logically and solve complex problems.
b. 10-13 years: Preteen or Tween. The recent age of 10-13 is classified separately
from children and adolescents. At this age, they are experiencing a rapid development
of brain nerve and able to think critically.
It can be concluded that children aged 7-13 is the right target to play this game
application. Based on the age, generally the target is 3-6th grader in elementary school.

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Game Overview
AR game

Location based

4 Levels

Ranking

Online game

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System Requirements
The system requirements in this application are as follows:
1. Application can run on Android version 4.0 (Ice Cream Sandwich) and above.
2. Application can only run smoothly on smartphones that have cameras, gyroscope and accelerometer
sensors.
3. Application requires internet connection to access location via GPS.
4. Testing is done in SDN Ngemplak 2 area only.

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UI Display

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Results
User
Using Slovin formula, the sample is obtained as many as 60 students from the population of 140
students. Sampling was done randomly picking 15 students from each grade level from 3rd to 6th
grade.
There are 4 smartphones used during testing. Testing is done alternately starting from 3rd grader
as much as 15 people. Each student is given 10 minutes of playing time. During the test,
behavioral observations were performed on each student. In the first minute, students are still
trying to understand how to use the apps especially in the log in and register section. Most
students have been accustomed to use smartphones. Some students even claim that they often
play games using smartphones so they aren’t confused while using the new app.

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Results
Based on the observations, the students
seemed very enthusiastic while playing. Even
some of them help their friends to do math
problems. Some students who have played
want to try again because the scores they
earned have been exceeded by other students.
Through this application, students are happy to
learn math. They claim to feel challenged and
want to keep playing until the desired target
score is achieved.

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Conclusion
● Game applications successfully completed and can be operated on Android devices with
learning materials adapted from the recent curriculum of Elementary School initiated by
ministry of culture and education of Indonesia.
● Application can detect gyroscope sensor for AR, accelerometer for step detection and GPS
used for location determination.
● Testing is done with Black Box Testing, observation and interview. Based on test results,
the application runs well and students feel enthusiastic and happy to learn math using this
application.
● Applications can be an alternative learning media in learning mathematics.

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THANKS!
Any questions?
You can find me at:
13523254.students@uii.ac.id
izzati@uii.ac.id

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