基于游戏化的评估:通过Quizizz平台的游戏元素减少考试焦虑。

Muhammad Dafit Pitoyo, S. Sumardi, Abdul Asib
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引用次数: 33

摘要

考试焦虑总是让学生害怕做考试,因为他们可能认为他们会失败。为了克服这个问题,老师使用了基于游戏化的评估方法。此外,本研究还调查了学生考试焦虑的类别、学生对Quizizz的态度以及学生对Quizizz游戏元素的偏好。本研究为个案研究,采用观察法、访谈法和问卷调查法收集数据。本研究的对象为索罗大学英语班的14名学生。研究者使用的抽样是有目的抽样。本研究结果显示,学生的考试焦虑类别被认为是中等高,学生对Quizizz减轻考试焦虑的态度也被认为是高的(M= 3.94),学生最喜欢的游戏元素是点数(M= 4.357)、测试报告(M= 3.929)、排行榜(M=3.714)、时间限制(M=3.357)、简介(M= 3.429)和Meme (M=3.357)。这项研究的含义是,Quizizz成功地减少了考试焦虑,因为在该应用程序中使用了游戏元素。因此,教师在考试中使用Quizizz是一个很好的选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Based Assessment: A Test Anxiety Reduction through Game Elements in Quizizz Platform.
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigate the category of students test anxiety, students’ attitudes toward Quizizz and the students’ preference toward the elements of game in Quizizz. This study is case study which the data were collected by using observation, interview and questionnaires. The participants of this study were 14 students in English course in Solo. The sampling used by the researcher was purposive sampling. The results of this study showed the category of students test anxiety considered moderately high, the students’ attitude toward Quizizz in reducing test anxiety also considered high (M= 3.94) and the kinds of elements of game which students prefer most were Points (M= 4.357), Test report (M= 3.929), Leader board (M=3.714), Time restriction (M=3.357), Profile (M= 3.429) and Meme (M= 3.357). The implication of this study is Quizizz successfully reduce test anxiety because of the use of game elements in that application. Thus, it is a good option for teachers to use Quizizz on the exam.
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