Design and implementation multiple models of learning in 3D simulation game of nuclear application (SAN) (Case study : Diagnosis of coronary artery disease using 99mTc-Tetrofosmin)
{"title":"Design and implementation multiple models of learning in 3D simulation game of nuclear application (SAN) (Case study : Diagnosis of coronary artery disease using 99mTc-Tetrofosmin)","authors":"M. Rosalina, W. A. Ida, T. Mardiono","doi":"10.1109/ICSENGT.2012.6339304","DOIUrl":null,"url":null,"abstract":"Nuclear learning in many schools in Indonesia tend to memorizing the material almost certainly not occur nuanced learning “process”, it makes learning less attractive and therefore contributes to student motivation and science literacy. Each student has a brain that is unique and has different characteristics of good abilities, interest and talents. As one effort to overcome the above problem is to apply the learning model that is more interactive and interesting, one of is the use of multimodel learning by combining learning STL (Science Technology Literacy) and PBL (Problem Based Learning) in the game SAN which diagnosis of artery coronary disease using 99mTc-Tetrofosmin. The phase of learning that was developed is the contact phase, curiousity phase, elaboration phase, decision making phase, nexus phase, and assessment phase. Test conducted to determine the increase student science literacy and motivation with three designs, namely the class control (conventional learning), class of experiment one (use of game only), class of experiment two (game and discussion). From the test results obtained by increasing the value of n-gain 38.28% in the control class, 46.66% of experiments class one and 65.85% of experiments class two, the conclusion of the study can be obtained using games more increase significant science literacy than conventional learning, the result will be better when there is additional discussion in the learning. Motivation to learn has increased to a maximum of 72.67% criteria. Need for repairing and further development to obtain better results.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 International Conference on System Engineering and Technology (ICSET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSENGT.2012.6339304","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Nuclear learning in many schools in Indonesia tend to memorizing the material almost certainly not occur nuanced learning “process”, it makes learning less attractive and therefore contributes to student motivation and science literacy. Each student has a brain that is unique and has different characteristics of good abilities, interest and talents. As one effort to overcome the above problem is to apply the learning model that is more interactive and interesting, one of is the use of multimodel learning by combining learning STL (Science Technology Literacy) and PBL (Problem Based Learning) in the game SAN which diagnosis of artery coronary disease using 99mTc-Tetrofosmin. The phase of learning that was developed is the contact phase, curiousity phase, elaboration phase, decision making phase, nexus phase, and assessment phase. Test conducted to determine the increase student science literacy and motivation with three designs, namely the class control (conventional learning), class of experiment one (use of game only), class of experiment two (game and discussion). From the test results obtained by increasing the value of n-gain 38.28% in the control class, 46.66% of experiments class one and 65.85% of experiments class two, the conclusion of the study can be obtained using games more increase significant science literacy than conventional learning, the result will be better when there is additional discussion in the learning. Motivation to learn has increased to a maximum of 72.67% criteria. Need for repairing and further development to obtain better results.