通过游戏化学习媒体开发提高高中生的批判性思维能力

Ade Fitria, D. H. Utomo, Tuti Mutia, A. N. Gadeng
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引用次数: 0

摘要

本研究旨在开发基于游戏化的学习媒体,并测试该媒体对学生批判性思维能力的影响。本研究采用研究与开发方法,即 ADDIE 开发模型(分析、设计、开发、实施和评估)。本研究试验的对象是东爪哇 Pasanggaran 高中 X 级地理学生,包括一个实验班和一个对照班。抽样采用目的性抽样技术。使用的数据类型为定量数据。使用调查问卷收集数据,并使用描述性分析技术进行测试。受访者尽职调查的结果为 8326 份,并已得到验证。结果表明,使用基于游戏化的学习媒体对学生的批判性思维能力有积极影响,sig.0.000 < 0.05.因此,基于游戏化的学习媒体是可行的,并能影响学生的批判性思维能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improving Critical Thinking Skills OF High School Students THROUGH Gamification-Based Learning Media Development
This study aims to develop gamification-based learning media and test the effectiveness of the media on students' critical thinking skills. This study uses the Research and Development methodology, the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). The subjects of this research trial were class X geography students at the Pasanggaran High School in East Java, which consisted of an experimental class and a control class. Sampling using a purposive sampling technique. The type of data used is quantitative data. Collecting data using questionnaires and tests using descriptive analysis techniques. The respondent's due diligence resulted in 8326 and has been validated. The results showed that the use of gamification-based learning media had a positive effect on students’ critical thinking skills using sig. 0.000 < 0.05. Thus, gamification-based learning media is feasible to use and influences students' critical thinking skills.
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