基于游戏的多媒体学习模式在提高学生学习成果中的应用

Bayu Pradikto, Sofino Sofino
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引用次数: 0

摘要

本文讨论了学生学习成果和学生满意度持续下降的问题。相比之下,远程和面对面学习仅限于非正规教育学习技术课程。本研究的目的是通过在翻转课堂模式下实施基于游戏的多媒体学习,提高S1非正规教育学习计划中非正规教育学习技术课程的学习效果。研究对象为III/A学期的30名学生。运用翻转课堂模式,在课堂和每个学生的家中进行研究。本研究采用一组前测后测设计的实验前设计。通过试验对数据采集技术进行了验证。前测是为了收集学生的初始能力数据,后测是为了测试治疗的效果。本研究采用三种统计检验,即(1)正态性检验,(2)同质性检验,(3)假设检验。结果表明,控制类样本数据服从正态分布。经过处理后,学生能力的初始数据被解释为正常或同质。假设检验结果表明,基于游戏多媒体的翻转课堂对非正规教育技术课程的学习效果显著,实验班的平均值为81.63。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Application of the Flipped Classroom Model Using Games-Based Learning Multimedia in Increasing Students’ Learning Outcomes
This paper discusses the low students’ learning outcomes and students’ satisfaction, which continues to decline. In contrast, distance and face-to-face learning are limited to non-formal education learning technology courses. The study aimed to improve learning in the Non-Formal Education Learning Technology course in the S1 Non-Formal Education Study Program by implementing games-based learning multimedia with the flipped classroom model. The research was conducted on 30 students in semester III/A. By applying the flipped classroom model, the research was conducted in the classroom and at each student's home. The research used a Pre-Experimental Design with a One-Group Pretest-Posttest Design. The data collection technique was carried out by testing. The pre-test was carried out to collect data on students' initial abilities, while the post-test was carried out to test the effect of the treatment. The study used three statistical tests, namely (1) normality, (2) homogeneity, and (3) hypothesis testing. The results indicate that the control class sample data were normally distributed. After treatment, initial data on students' abilities are interpreted as normal or homogeneous. The results of hypothesis testing show that there is a significant effect of flipped classrooms based on game multimedia in non-formal education learning technology courses with an average value of the experimental class at 81.63.
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