初中生镜像概念计算机辅助教学游戏的开发

I. Nugraha, Nida N. Athfyanti, H. W. Prabawa
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引用次数: 0

摘要

本研究旨在利用游戏化元素,发展初中镜面反射主题的电脑辅助教学。本研究采用的方法是描述性方法。本研究的对象是专家和学生。本次研究选择的专家分别是一位科学专家、一位媒体专家和一位科学教师。本研究选取的学生为某初中九年级的57名学生。我们选择的游戏化元素是目标、科学内容和具有挑战性的环境。专家在媒体和内容质量两方面都给出了反馈。学生们被问及他们对游戏化元素和游戏化影响的认同程度。游戏化的影响包括动机、快乐、便利、上瘾、理解能力的提高、吸引力和互动性。结果发现,专家们对这个游戏给出了很好的评分。学生们还一致认为游戏具有目标、科学内容和具有挑战性的环境。结果还发现,游戏化元素本身会让他们感到动力、快乐、便利、上瘾,提高他们的理解能力,并在玩完游戏后被吸引。除此之外,学生们证实他们有两种与游戏互动的方式。超过一半的学生在玩完游戏后得分高于平均分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The development of computer-assisted instruction game on mirror reflection concepts for junior high school students
This research aims to develop computer-assisted instruction by using gamification elements on mirror reflection topics in Junior High School. The method used in this research was a descriptive method. The subject of this research is experts and students. Experts chosen in this research are one science expert, one media expert, and one science teacher. Students chosen in this research are fifty-seven students in 9 grade at one of junior high school. The gamification aspects were chosen to make the game were goals, science content, and challenging environment. The expert gave feedbacks in both media and the quality of the content aspects. Students were asked about their agreement level of the gamification elements and the effect of gamification. The effect of gamification asked were motivation, joyness, convenience, addiction, understanding improvement, attractiveness, and interactiveness. The result found that experts gave a good score towards this game. Students also agreed that the game has goals, science content, and challenging environment. The result also found that the gamification elements itself caused them to feel motivated, joy, convenience, addiction, improve their understanding, and attracted after playing the game. Other than that, students confirmed they have two ways of interaction with the game. More than half of total students got a score higher than the average score after playing the game.
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