基于学生学习风格的游戏化学习兴趣

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引用次数: 1

摘要

本研究旨在分析学生对游戏化辅助学习的兴趣。本研究是一种使用定性方法的描述性研究。研究对象是USN Kolaka教师培训和教育学院数学教育研究项目的学生,这是一个有20名学生的研究课程项目。在本研究中使用的数据收集技术是使用问卷调查。本研究使用的工具是游戏化辅助学习的学习风格和学习兴趣问卷。Miles和Huberman认为,本研究中使用的数据分析技术是一种定性数据分析技术,即数据还原、数据呈现、得出结论。结果表明:(1)学生对游戏化辅助词墙学习的平均兴趣处于高水平;(2)研究对象的学生学习风格大多倾向于多模态(60%);(3)单模态学习风格的学生对游戏化辅助学习的兴趣高,双模态和三模态学习风格的学生对游戏化辅助学习的兴趣非常高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interest in Gamification Learning Based on Student Learning Styles
This study aims to analyze student interest in gamification-assisted learning in terms of student learning styles. This research is a type of descriptive research using a qualitative approach. The subjects are students of the Mathematics Education Study Program, Faculty of Teacher Training and Education, USN Kolaka, a research course program with 20 students. The data collection technique used in this research is to use a questionnaire. The instrument used in this study was a questionnaire of learning styles and interest in learning in gamification-assisted learning. According to Miles and Huberman, the data analysis technique used in this study is a qualitative data analysis technique, namely data reduction, data presentation, and conclusion drawing. The results showed (1) the average student interest in gamification-assisted learning with word walls was in the high category, (2) student learning styles in research subjects mostly tended to be multimodal (60%), and (3) students with unimodal learning styles have high interest, bimodal, and trimodal learning styles have a very high interest in learning with gamification-assisted learning.
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