Author:
Suzianti A,Mubarak A,Edrisy F,Sausan A R,Lalita C N,Usman X
Abstract
Abstract
The purpose of this activity is to educate students and teachers with the inclusive board game invention as a learning tool for memorizing subjects for elementary to high school students. This product answers the problem for the difficulty of students remembering and understanding social science teaching materials. There are two approaches to the Learning Board Game teaching method, the first is visualization of social science teaching materials through interactive videos integrated with images according to subjects and screens and the second is gamification through the elements of challenge and fantasy by answering questions to get rewards cards or marking as a marker gets points. This product was developed with the New Product Development (NPD) Process and uses the Stage-Gate Model. In this model, product design goes through various stages starting from discovery I idea generation to launch with each stage that functions as a quality-gate of product design.
Reference10 articles.
1. Pengembangan Pembelajaran Sejarah dengan Scientific Approach Melalui Outdoor Study di Kelas XI IIS 4 SMA Negeri Ajibarang. Semarang;Apriliana;Indonesian Journal of History Education,2014
2. The effect of game-based learning on students’ learning performance in science learning-A case of “Conveyance Go”;Liu;Procedia-Social and Behavioral Sciences,2013
3. Resource Allocation and the New Product Process;Cooper;Journal of Industrial Marketing Management,1988
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献