使用视觉小说的游戏化提高化学学习动机

Louis Khrisna Putera Suryapranata, Felix Intan Bahagia, Irene A. Lazarusli
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引用次数: 0

摘要

高中刚开始学化学比较难,因为要记住的信息太多了,尤其是元素周期表。为了降低学生学习过程的难度,游戏化可能会有所帮助。在这项研究中,以视觉小说的形式开发了游戏化应用程序,并专注于一年级高中学生的元素周期表材料。使用IMMS(教学材料动机调查)问卷在测试前和测试后部分测量动机的改善。被调查者在实验开始时填写了预测试,随后是一周的视觉小说游戏。游戏结束后,被调查者填写了后测问卷。使用配对t检验比较前测和后测的动机得分,看看学习动机是否有改善。可以得出结论,视觉小说的使用提高了学习动机,总体动机得分提高了18.61%左右。在未来的研究中,我们将根据学习风格的偏好,采用用户个性化的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Using Visual Novel to Improve Chemistry Learning Motivation
Learning chemistry at the beginning of senior high school is difficult because there is too much information that should be remembered, especially the periodic table. To reduce the difficulty of students’ learning processes, gamification could be helpful. In this study, gamification applications in the form of a visual novel have been developed and focused on the periodic table material for 1st-year senior high school students. The motivation improvement had been measured using the IMMS (Instructional Materials Motivation Survey) questionnaire in the pre-test and post-test sections. Respondents filled out the pre-test at the beginning of the experiment, followed by a visual novel playing session for one week. After the playing session ended, the respondent filled out the post-test. The motivation score from the pre-test and the post-test result had been compared using a paired T-test to see whether there was an improvement in learning motivation. It could be concluded that improvement in learning motivation happened due to the usage of visual novels, with an overall motivation score improvement of around 18.61%. In the future, this study will be continued by applying user personalization according to learning style preferences.
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