教育游戏平台Kahoot!教与学过程:新规范的个案研究

M. F. Ahmad, N. Zakaria, W. A. Wan Hassan, S. S. Razali, N. N. Abd Mutalib, N. Bokhari
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引用次数: 0

摘要

在教育领域,特别是在技术和职业教育与培训(TVET)方面,需要一种学习媒体来增加学生对所学主题的理解和吸收,并吸引更多学生的注意力,使学习更加顺利。一种选择是执行教育游戏《Kahoot!》,是一种基于网络的互动答题学习媒体。本研究的目的是确定技术学生对使用教育游戏Kahoot!在教与学(T&L)过程中本研究的目的是:(i)技术学生对教育游戏的感知;(二)技校学生关于教育游戏有效性的视角Kahoot!(三)工科学生对教育游戏《Kahoot!》环境的看法。本研究采用定量方法,以在线问卷(谷歌表格)为工具。共有50名来自不同学习背景的技术学生被选为有目的的样本。分析结果表明,均值处于较高水平(教育博弈= 3.84;有效性= 3.77,环境= 4.05)。这种方法对学生的学习动机也有积极的影响。总之,教育游戏对学生有影响,使他们在学习上更有抱负和动力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Educational Game Platform Kahoot! in Teaching and Learning Process: A Case Study of New Norms
In the world of education especially on Technical and Vocational Education and Training (TVET), a learning media is required to increase students' understanding and absorption of the subject matter being studied, as well as to attract greater student attention so that learning can run more smoothly. One option is to implement the educational game Kahoot!, which is one of the online-based interactive quiz learning media. The purpose of this study is to identify the perceptions of technical students on the use of educational games Kahoot! in the Teaching and Learning (T&L) process. The objective of this study is (i) perception of technical students about the educational game; (ii) perspective of technical students about the effectiveness of educational game Kahoot! and (iii) perspective of technical students about the environment of educational game Kahoot!. This study used a quantitative approach by using online questionnaire as instrument (google form). A total of 50 technical students from various backgrounds of study was selected a purposeful sample. The results of the analysis obtained show that the mean value is at a high level (educational game = 3.84; effectiveness = 3.77 and environment = 4.05). This method was also found to have a positive impact on student motivation. In conclusion, educational game has an effect on students, making them more ambitious and driven in their studies.
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