呼叫评估:学生对使用游戏和游戏学习的看法和挑战

None IGP Adhitya Prayoga, None Made Dewi Firmanda Wardani
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引用次数: 0

摘要

本研究调查了学生对在课堂上使用VLE和基于游戏的学习的看法和挑战。本研究的样本取自巴厘岛巴东县一所私立学校的学生。这所学校有三个不同的教育水平,如小学、中学和高中。本研究采用混合方法收集数据,即研究人员收集和分析定量和定性数据。定量数据来源于问卷调查结果,定性数据来源于访谈结果。30名学生被要求填写问卷,其中只有5人被采访。问卷调查结果显示,大多数参与者对VLE和游戏学习平台的使用有积极的看法和兴趣。最高分为4.00分,最低分为3.30分,所有参与者的平均得分为3.69分。根据平均分表,3.69属于高程度。此外,根据访谈结果,参与者在使用VLE时也遇到了挑战,比如连接互联网有问题。这项研究的最终结果有望帮助教育工作者为他们的学生准备正确的教学方法。关键词:VLE,游戏学习,感知,挑战
本文章由计算机程序翻译,如有差异,请以英文原文为准。
CALL EVALUATION: STUDENTS' PERCEPTION AND CHALLENGES ON THE USE OF VLE AND GAME-BASED LEARNING
This study investigates students' perception and challenges on the use of VLE and Game-based learning in their lessons. The samples of this study were taken from students who study in one of private school located in Badung regency, Bali. This school has three different levels of education, such as primary level, secondary level, and high school level. A mixed-method approach was used to gather the data in this study which means the researcher collected and analyzed both quantitative and qualitative data. The quantitative data was taken from questionnaire results, while the qualitative data was taken from interview results. 30 students were asked to fill the questionnaires and only 5 of them were interviewed. The result of the questionnaires shows most of the participants have positive perceptions and interest toward the use of VLE and game-based learning platform. The highest score is 4.00 and the lowest score is 3.30 Furthermore, the average score from all of the participants' responses is 3.69. According to the table of the mean score, 3.69 is categorized high degree. Furthermore, based on the interview result, the participants were also having challenges when using the VLE, like having trouble connecting to the internet. The final result of this study is expected to help educators preparing the right methods of teaching and learning for their students. Keywords: VLE, Game-based Learning, Perception, Challenges
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