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The Effectiveness of STEAM-Based Biotechnology Module Equipped with Flash Animation for Biology Learning in High School

机译:高中生物学学习闪存动画的汽油生物技术模块的有效性

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摘要

This study aims to determine the effectiveness of the STEAM (Science, Technology, Engineering, Arts, and Mathematics)-based biotechnology module equipped with flash animation for learning biology in high school. This research was conducted in a high school, involving 32 students of Year XII. The research design was the design model for development of R2D2 with one group pretest-posttest design as effectiveness tests. This study utilized a learning design, biotechnology modules equipped with flash animation, instrument testing, validation sheet and questionnaire as research instruments. Data validation and the questionnaire results were then converted into qualitative data into a category. The effectiveness test data were analyzed using the N gain. The results of the validation material, media and users indicated that the module was valid with the final score of 89.85. Students' responses to the module in terms of readability, clarity of presentation, the attractiveness and usefulness of the results were in very good category (81.2%). The effectiveness test showed that result of post-test greater than pre-test and the value of N gain were in the high category (0.72).
机译:本研究旨在确定蒸汽(科学,技术,工程,艺术和数学)的有效性 - 基于高中学习生物学的生物技术模块。这项研究在一所高中进行,涉及32位年度XII学生。研究设计是R2D2开发的设计模型,其中一个群体预先预测试后的设计作为有效性测试。本研究利用了学习设计,配备闪光动画,仪器测试,验证表和问卷作为研究仪器的生物技术模块。然后将数据验证和调查结果转换为定性数据。使用N增益分析有效性测试数据。验证材料,媒体和用户的结果表明该模块的最终得分为89.85。学生在可读性,呈现清晰度,结果的清晰度方面对模块的回应,结果的吸引力和有用性在非常好的类别(81.2%)。有效性测试表明,测试后的结果大于预测试,n增益的值为高类(0.72)。

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