基于游戏化的聋哑学生基础统计学辅助学习视频开发

Nisak Ruwah Ibnatur Husnul, V. I. Nursyirwan
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引用次数: 0

摘要

本研究旨在为聋哑学生制作基于游戏化的基础统计学视频辅助学习,并对其效度和信度进行了测试。本研究采用ADDIE模型进行开发研究。本研究的研究对象为2名统计资料专家、2名学习视频媒体专家、2名从业人员和15名学生反馈。数据收集方法使用了一种评定量表形式的工具,带有基于游戏化的视频辅助学习有效性评估表。在发展研究中使用的数据分析技术是ADDIE方法。采用均值公式对数据进行分析,得到平均得分。材料专家的平均得分为4.7分,媒体专家的平均得分为4.6分,从业者的反应为4.66分,反应很大。4.72名学生的综合素质为“很好”,信度测试获得了材料专家的成绩,即98.6%,媒体专家的成绩为96.3%。本研究产生了基于游戏化的视频辅助学习,并对其进行了效度和信度测试,因此适合在学习过程中使用。结果聋哑学生的成绩平均达到80分以上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMIFICATION-BASED ASSISTED LEARNING VIDEO DEVELOPMENT IN BASIC STATISTICS FOR DEAF STUDENTS
This study aims to produce gamification-based video assisted learning in basic statistics for deaf students whose validity and reliability have been tested. This research is a development research using the ADDIE model. The subjects in this study were 2 statistical material experts, 2 learning video media experts, 2 practitioners and 15 student responses. The data collection method used an instrument in the form of a rating scale with a gamification-based video-assisted learning validity assessment sheet. The data analysis technique used is the ADDIE method in development research. The data were analyzed using the mean formula to obtain the average score. The average score of material experts is 4.7, media expert is 4.6, practitioner response is 4.66, and response is great 4.72 students with an overall qualification of "very good" and the reliability test obtained results from material experts, namely 98.6%, media experts 96.3%, practitioners 92.9% and student responses 92.5% with overall qualifications "very high " This research produces gamification-based video assisted learning that has been tested for validity and reliability so that it is suitable for use in the learning process. The results of the scores of deaf students obtained an average of more than 80.
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