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Design Gamification Models in Higher Education: A Study in Indonesia

机译:高等教育设计博弈模型:印度尼西亚的一项研究

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Based on the data, it is known that the average score of the overall evaluation aspects of the learning design reached 3.4. This figure according to the results of the conversion of quantitative data to qualitative data on scale 4 belongs to the very good category, which means that the learning design of gamified problem-based learning developed is feasible to be applied in learning. The purpose of writing this article is to develop an appropriate gamification model in tertiary institutions which links gamification theory and problem based learning into a new model that will later be combined with existing learning media to become more effective and interesting when applied in each course. Research on learning design models can be classified into three types: model development, model validation, and model use. This study examines the first two points above, which are based on research methodologies for model development and model validation where learning models are developed either practically or theoretically. In theory, the cause is based on the literature related to the model that is to be developed, being practical because it must be based on a learning design that is suitable for real life. The gamified problem-based learning design model has been based on literature and has projected real-life learning needs. In the results, it is known that the effectiveness and attractiveness of the design of gamified problem based learning as teaching material in the form of theory and practice have shown results in the excellent category which means that this learning design is feasible to be applied in learning.
机译:基于数据,已知学习设计的整体评估方面的平均得分达到3.4。该数字根据定量数据转换为规模4的定性数据的结果属于非常好的类别,这意味着制定了基于赌博问题的学习的学习设计是可行的。撰写本文的目的是在三级机构中制定合适的娱乐模式,将赌博理论和基于问题的学习与现有的学习媒体相结合的新模型,以便在每门课程中应用更有效和有趣。学习设计模型的研究可以分为三种类型:模型开发,模型验证和模型使用。本研究审查了上述前两点,基于模型开发和模型验证的研究方法,其中学习模型是实际或理论上的。理论上,原因是基于与要开发的模型相关的文献,实用,因为它必须基于适合现实生活的学习设计。基于博弈的基于问题的学习设计模式已经基于文学,并预计了现实生活的学习需求。在结果中,众所周知,基于理论和实践形式的基于教学材料的基于教学材料的娱乐问题设计的有效性和吸引力表现出了优异的类别,这意味着这种学习设计可以在学习中应用是可行的。

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