化学教育中平衡化学方程式技能的计算机游戏开发

Yada Atanan, Amornrat Saithongdee
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引用次数: 0

摘要

设计和开发这款电脑游戏的目的是提高中学生平衡化学方程式的技能。游戏模拟了一次海滩之旅,包括三个由易到难的任务,让玩家参与到情境学习体验中。开发该电脑游戏的目的是比较使用游戏前后的学习成绩,并评估通过游戏学习的满意度。研究样本由 Mathayom Suksa 四中的 27 名高中生组成,他们是从泰国巴吞他尼府的一所中型学校中通过目的性抽样选出的。研究采用了两种主要评估工具:1) 通过前测-后测评估学生对化学方程式平衡的理解;2) 通过满意度评估表评估电脑游戏。数据分析采用了平均值、标准差(S.D.)、t 检验和归一化收益()。结果显示,使用电脑游戏后的平均学习成绩(13.52)明显高于使用电脑游戏前的平均成绩(11.52),显著性水平为 0.01。该班的总体正常化收益处于中等水平。此外,大多数参与者表示满意,平均得分为 4.56,这表明电脑游戏使用方便,有利于学习。在电脑游戏中呈现日常生活中化学反应的内容也易于理解。因此,它可以有效地用于加强课堂学习,并应用于其他知识领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Computer Game Development for Balancing Chemical Equations Skill in Chemistry Education
This computer game was designed and developed to enhance the skills of high school students in balancing chemical equations. The game simulates a trip to the beach and consists of three missions, ranging from easy to difficult levels, enabling players to engage in a contextual learning experience. The objectives of this computer game development were to compare learning achievement before and after using the game and to evaluate the level of satisfaction in learning through the game. The study sample consisted of 27 high school students in Mathayom Suksa four, selected from a medium-sized school in Pathumthani Province, Thailand, using purposive sampling. The research employed two primary assessment tools: 1) a pretest-posttest to assess the understanding of balancing chemical equations and 2) a satisfaction evaluation form to evaluate the computer game. Data analysis was performed using the mean, standard deviation (S.D.), t-test, and normalized gain (). The findings revealed that the mean learning achievement after using the computer game (13.52) was significantly higher than the mean before using the computer game (11.52) at a significance level of 0.01. The overall normalized gain for the class was at a moderate level. Furthermore, the majority of the participants expressed high satisfaction with a mean score of 4.56, indicating that the computer game was user-friendly and conducive to learning. The content, which presented chemical reactions in daily life within the computer game, was also easily comprehensible. Therefore, it could be effectively utilized to enhance classroom learning and applied to other areas of knowledge.
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