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Evaluation of an educational media on cube nets based on learning effectiveness and gamification parameters

Research output: Contribution to journalArticlepeer-review

Abstract

At most of elementary school, students learn cube nets from a books and teacher stories. As a three dimentional structure, a cube also chapter 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 this method is tested to elementary school student. A pretest and posttest are applied to know student's skills about cube nets, before and after they used the application. Using Wilcoxon test, the result shows that p-value (0.017) < α (0.05). In other word, the students gain more scores after they use the educational media. The students are also given a questionnaire to evaluate the application. From the questionnaire, conclude that the motivational affordance gains 87.14% while the physicological outcome gets 91.67%. Whereas the students give 90.57% for behavioural outcome.

Original languageEnglish
Pages (from-to)4-18
Number of pages15
JournalInternational Journal of Emerging Technologies in Learning
Volume14
Issue number14
DOIs
Publication statusPublished - 2019

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Game-based learning
  • Geometry
  • Learning media
  • Mathematics

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