开发 "谁想成为百万富翁 "游戏以评估小学三年级认知数学学习成果

Vinny Alfianita, M. D. K. Wardana
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摘要

本研究介绍了开创性的 "谁想成为百万富翁 "游戏的开发和评估情况,该游戏是针对三年级小学生的创新认知学习评估工具。本研究采用 ADDIE 模型的研究与开发(R&D)方法,经历了五个关键阶段:分析、设计、开发、实施和评估。数据收集采用了问卷调查和文档记录,分析采用了定性和定量技术。媒体和数学家专家以及三年级学生对游戏的可行性进行了研究,结果令人印象深刻,获得了 89% 至 92% 的 "非常可行 "的评价。研究结果表明,该游戏作为一种有效且引人入胜的认知学习成果评估方法,具有巨大的潜力,有望彻底改变全球的教育评估。 亮点 本研究介绍了一种新颖的 "谁想成为百万富翁 "游戏,用于小学三年级的认知学习评估。 利用 ADDIE 模型,研究涵盖了分析、设计、开发、实施和评估等阶段,以实现游戏的稳健开发。 研究结果显示,专家和学生对该游戏的可行性给予了很高的评价,这标志着该游戏有望彻底改变教育领域的认知评估方法。 关键词认知评估 基于游戏的学习 小学教育 研究与开发 可行性评估
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development Who Wants To Be A Millionaire Game For Assessment Of Cognitive Mathematics Learning Outcomes For Class 3 Elementary School
This research presents the development and evaluation of a groundbreaking 'Who Wants to Be a Millionaire' game as an innovative cognitive learning assessment tool for grade 3 elementary students. Employing the Research and Development (R&D) approach with the ADDIE model, the study underwent five crucial stages: Analyze, Design, Development, Implementation, and Evaluation. Questionnaires and documentation were used for data collection, and both qualitative and quantitative techniques were applied for analysis. The game's viability was examined by media and mathematician experts, along with grade 3 students, with impressive results, garnering "very feasible" ratings ranging from 89% to 92%. The findings demonstrate the game's immense potential as an effective and engaging method to assess cognitive learning outcomes, promising to revolutionize educational assessments worldwide. Highlights: The study introduces a novel 'Who Wants to Be a Millionaire' game for cognitive learning assessment in grade 3 elementary school. Utilizing the ADDIE model, the research covers Analyze, Design, Development, Implementation, and Evaluation stages for robust game development. The research findings reveal high feasibility ratings from experts and students, signifying the game's potential to revolutionize cognitive assessment methods in education. Keywords: Cognitive assessment, Game-based learning, Elementary education, Research and Development, Feasibility evaluation
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