{"title":"成就概念模型学习中的游戏化发展促进学生理解","authors":"Rasim, H. W. Prabawa, Munir, Ulfah Husnun","doi":"10.1109/ICSITECH.2017.8257200","DOIUrl":null,"url":null,"abstract":"Vocational High School, or renowned as Sekolah Menengah Kejuruan (SMK) in Indonesia, is categorized as high school level prioritizing skills development aside from student's cognitive ability. Some obstacles are discovered that SMK graduates have not been able to meet the needs of middle-level workers. One of them is caused by the low-quality learning. With research and development method, this study's purpose to develop learning media that enables to enhance students' competence in managing their cognitive ability, especially students' understanding. In general, students acknowledged the support from the interactive multimedia game in their in class learning process. Moreover, the students understand and apprehend the materials presented in the game.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Gamification development in attainment concept model learning for students' comprehension enhancement\",\"authors\":\"Rasim, H. W. Prabawa, Munir, Ulfah Husnun\",\"doi\":\"10.1109/ICSITECH.2017.8257200\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Vocational High School, or renowned as Sekolah Menengah Kejuruan (SMK) in Indonesia, is categorized as high school level prioritizing skills development aside from student's cognitive ability. Some obstacles are discovered that SMK graduates have not been able to meet the needs of middle-level workers. One of them is caused by the low-quality learning. With research and development method, this study's purpose to develop learning media that enables to enhance students' competence in managing their cognitive ability, especially students' understanding. In general, students acknowledged the support from the interactive multimedia game in their in class learning process. Moreover, the students understand and apprehend the materials presented in the game.\",\"PeriodicalId\":165045,\"journal\":{\"name\":\"2017 3rd International Conference on Science in Information Technology (ICSITech)\",\"volume\":\"34 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 3rd International Conference on Science in Information Technology (ICSITech)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSITECH.2017.8257200\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 3rd International Conference on Science in Information Technology (ICSITech)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSITECH.2017.8257200","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
职业高中,在印度尼西亚被称为Sekolah Menengah Kejuruan (SMK),被归类为除了学生的认知能力之外,优先发展技能的高中水平。发现了一些障碍,即SMK毕业生不能满足中层工人的需求。其中一个原因是低质量的学习。本研究采用研究开发的方法,旨在开发能够提高学生认知能力管理能力,尤其是理解能力管理能力的学习媒体。总体而言,学生认为互动多媒体游戏对他们的课堂学习有帮助。此外,学生理解和理解游戏中呈现的材料。
Gamification development in attainment concept model learning for students' comprehension enhancement
Vocational High School, or renowned as Sekolah Menengah Kejuruan (SMK) in Indonesia, is categorized as high school level prioritizing skills development aside from student's cognitive ability. Some obstacles are discovered that SMK graduates have not been able to meet the needs of middle-level workers. One of them is caused by the low-quality learning. With research and development method, this study's purpose to develop learning media that enables to enhance students' competence in managing their cognitive ability, especially students' understanding. In general, students acknowledged the support from the interactive multimedia game in their in class learning process. Moreover, the students understand and apprehend the materials presented in the game.