非正式的基于测试的游戏化模型提高学生的学习动机

A. Iskandar, M. Sudarma, Komang Oka Saputra
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引用次数: 1

摘要

游戏化模式将非游戏活动变成有趣的游戏活动。游戏化的概念可以应用到大学的学习系统中,让我们看到学生在完成自我效能、主动学习策略、成就目标等讲座时的竞争力。游戏化概念成功应用于STMIK STIKOM Indonesia,并使用MSLQ问卷进行了测试,结果表明游戏化可以提高学生的学习动机,使学生不容易放弃,并不断寻找参考资料来解决困难的作业或测试。在试验结果中,平均值与学生学习动机的成就成正比,或者平均值越高,类别越好。实验结果标准差值接近于0,因为它接近于平均值,说明值很好。Cronbach Alpha检验结果与学生学习动机的成就成正比,其中系数值> = 0.60表明数据总体值可靠可靠,系数值大于(c x)= 1, r计数的信度值结果为1058 < 1063 r表信度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Nonformal Test-Based Gamification Model to Improve Student Motivation
The Gamification Model makes non-game activities an interesting and fun game activity. Gamification concept can be applied to learning systems in universities, so that we can see the competitiveness of students to complete lectures on Self Efficacy, active learning strategies, Achievement Goals, etc. The gamification concept was successfully applied to STMIK STIKOM Indonesia and has been tested using the MSLQ Questionnaire which shows that gamification can improve student learning motivation and make students not easily give up and keep looking for references for assignments or tests that are difficult to solve. in the results of the trial the average value is directly proportional to the achievement of student learning motivation or the higher the average value the better the category. experimental results The standard deviation value is close to 0, indicating good value because it is close to the average value. Cronbach Alpha test results are directly proportional to the achievement of student learning motivation, where the coefficient value> = 0.60 shows that the overall value of the data is reliable and reliable, and the coefficient value is greater than (c x)= 1 and the result of the reliability value of r count is 1,058 < 1,063 r-table reliability.
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