发展“Guess-Huwhat ?”参与12年级STEM学生理解健全术语的策略干预材料

Nikko Lorenz P Lawsin, Missy Jane A Cammayo, Cindy D Diaz, Keene P Alberastine, Sally A De Vera, Chona Mae Tabucon
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摘要

正确概念的教学必须改进,并以新的方式呈现,以减少误解。有效的科学教学方法之一是使用战略干预材料(SIM),因为它帮助学生加强对最少学的科目或能力的学习。本研究旨在开发一种战略性干预材料,猜猜怎么着?,在向STEM高中学生教授声音概念方面。它还旨在减少学生对声音概念的误解,提高学生对声音概念的理解。本研究采用Branch的ADDIE模型,即评估、设计、开发、实施和评估,作为精算数学课程教材开发的基础。这个开发的战略干预材料由科学内容专家进行了评估,并由蒙丁卢帕国家高中的一些12年级STEM学生进一步使用,以发现其作为学习补充材料的有效性。根据收集到的数据,猜猜怎么着?策略干预材料提高了12年级STEM学生对发音术语的理解。通过重复的动作,开发出的游戏型SIM可以作为一种有效的干预材料,加深学生对声音概念的理解,加强学习者之间的友爱。这项研究推荐猜猜怎么着?在12年级的科学课上进行游戏,不断提高教师的技术水平,也不断创新游戏本身。此外,强烈建议教师设计和开发其他基于游戏的活动,其中包含他们认为学生正在努力促进学习确实有趣的概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing “Guess-Huwhat?” Strategic Intervention Material to Engage Grade 12 STEM Students in Understanding the Sound Terminologies
Teaching of sound concepts must be improved and presented in new ways to lessen misconceptions. One of the efficient teaching methods for sciences is the use of strategic intervention material (SIM) because it assists students in enhancing their learning towards the least-learned subjects or competencies. This research aimed to develop a strategic intervention material, Guess HuWhat?, in teaching the concepts of sounds to STEM senior high school students. It also aimed to lessen the misconceptions about the concepts of sounds and improve the students’ conceptual understanding of sounds. The study adapted Branch’s ADDIE model, which stands for Assess, Design, Develop, Implement, and Evaluate, as the basis for developing the actuarial mathematics course materials. This developed strategic intervention material was evaluated by Science Content Experts and was further utilized by some of the Grade 12 STEM students at Muntinlupa National High School to find out its effectiveness as a learning supplementary material and based on the data gathered, the Guess HuWhat? Strategic Intervention Material improved grade 12 STEM students’ understanding of sound terminologies. By repetitive actions, the developed game-based SIM can be an effective intervention material to deepen students’ comprehension of sound concepts and strengthen camaraderie among learners. This study recommends Guess HuWhat? Game in grade 12 science classes for continuous enhancement of teachers’ craft as well as innovation of the game itself. Moreover, it is highly recommended that teachers design and develop other game-based activities containing concepts that they perceive students are struggling with promoting that learning is indeed fun.
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