游戏化技术与虚拟现实在史前学习中的应用

Q2 Social Sciences
K. Agustini, Made Putrama, Dessy Seri, I. Wahyuni, Nengah Eka, Mertayasa
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引用次数: 9

摘要

技术的发展为学习过程提供了许多好处,如学习方法、媒介、策略和设计的发展。根据对历史系的观察,联科社发现学生在学习过程中存在问题,特别是在印度尼西亚史前史课程上。讲师仍然专注于以教师为中心的方法和书本,没有使用技术发展。这就是为什么学生对学习过程的兴趣,动机和理解可以被归类为低。本研究旨在描述游戏化技术与虚拟实境在开发教育游戏中的应用,以帮助学生识别史前物品,增加学生的动机和积极性,并为学生提供沉浸式的体验学习。本研究采用ADDIE模型方法,采用描述性、定量和定性相结合的方法进行分析。受试对象是科索沃和平事务部历史系的20名学生。结果显示,20位用户的平均反应为91.81%,可以归类为非常积极。效果评分为0.80,为非常有效。采用n -增益评分法进行计数。因此,基于虚拟现实的游戏化可以提高学生对史前文物的积极性、兴趣、动机和理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse
Technological development provides many benefits in learning process, such as the development of the learning method, media, strategy, and design. Based on the observation had been done at History department, UNDIKSHA showed that the students had problems in learning process especially in Indonesian Prehistory Course. The lecturer still focused on teacher-centered method and book only without using technological development. That is why, students’ interest, motivation, and understanding towards the learning process could be categorized as low. This research aimed to describe the implementation of gamification technique and virtual reality in developing an educational game to help students in recognizing the prehistoric objects, increasing the students’ motivation and activeness, and giving immersive experience learning toward the metaverse. This research used ADDIE Model method and was analyzed by using descriptive quantitative and qualitative. The subjects were 20 students of the History department at UNDIKSHA. The result showed that the average response of the 20 users was 91.81% which could be categorized as very positive. The effect score was 0.80 which could be categorized as very effective. It was counted by using N-Gain Score. So, gamification based on virtual reality could increase the students’ activeness, interest, motivation, and understanding toward the prehistoric objects.
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来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
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