Gamified teaching and learning platform for Christian Academy of Manila

A. Yumang, A. Paglinawan, Glenn O. Avendaño, C. Paglinawan, Marianne M. Sejera, Nicole Joyce J. Aquino, Alelil Joy C. Garvida, Reuvin Jireh L. Datu
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引用次数: 2

Abstract

The traditional teaching and learning method has already brought good results in the students of Christian Academy of Manila; however, a new approach is welcome. This project is for a class in Christian Academy of Manila, whose educators seek to have another approach in teaching Technology and Livelihood Education. The focus is covering a specific topic which is basic electronics, which has need not only for theories but also application. The development of this new teaching and learning experience involves gamification which is the application of game elements in the academe, needing for the construction of a website and a training kit. Unit testing and usability testing was done in order to assess the platform, both the website and the training kit. Gathered data and results demonstrated the efficiency of the project by showing the correctness of every function, which led to the attainment of this project's significance.
马尼拉基督教学院游戏化教学平台
传统的教学方法已经在马尼拉基督教学院的学生中取得了良好的效果;然而,一种新的方法是受欢迎的。这个项目是为马尼拉基督教学院的一个班级设计的,他们的教育工作者寻求另一种教学技术和生计教育的方法。重点是涵盖一个特定的主题,即基础电子学,这不仅需要理论,而且需要应用。这种新的教学体验的发展涉及到游戏化,即游戏元素在学术界的应用,需要建设一个网站和一个培训工具包。我们进行了单元测试和可用性测试,以评估平台、网站和培训包。收集到的数据和结果通过显示每个功能的正确性来证明项目的有效性,从而实现了本项目的意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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