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The Development of Inquiry by Using Android-System-Based Chemistry Board Game to Improve Learning Outcome and Critical Thinking Ability

机译:通过使用基于Android系统的化学棋盘游戏来提高学习成果和批判性思维能力的探究开发

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摘要

Student\u27s critical thinking and their learning result depend on learning design and student\u27s activity. Most students use their spare time with playing game. Students are more challenged by the difficulty in playing game rather than facing the difficulty in understanding the lesson. This phenomenon is the basic reason of the researchers to develop a game that has the essence of the subject matter, namely Chemistry Board Game (CBG) or we can call it with Al Chemist Knight. This research aims to develop a suitable digital game based on android system. In this research media was used to improve the cognitive learning and critical thinking. It also has purpose to evaluate the response of learners in learning chemistry through alkane derived compound topic. The development of this game was adapted from the procedure of game development process in mobile 3D presentation. The collection of evaluation data model applied was pre test and post test in trial class. The result showed that in the pretest the learning result average was 34.35 with classical target of 5%. While the posttest learning result average was 80.51 with classical target of 85%. The n-gain factor was 0.703. Based on the result of the students questionnaire data analysis, 3.025 of students responded positively to the implementation of CBG. A CBG media makes an assessment of critical thinking, in which the indicator of critical thinking which are focusing on questions get 3,1 point, giving arguments get 2.95, asking and answering questions get 3.0, making decision get 3.05, and the average score of critical thinking indicator is 3.025 which belongs to good category. Based on the students\u27 response questionnaire, we get the average score of 3.3 or 82.5% which is classified in good category.
机译:学生的批判性思维及其学习结果取决于学习设计和学生的活动。大多数学生利用业余时间玩游戏。学生在玩游戏方面面临的挑战更多,而不是面对理解课程的困难。这种现象是研究人员开发具有主题实质的游戏的基本原因,即化学棋盘游戏(CBG)或我们可以将其称为Al Chemist Knight。这项研究旨在开发一种基于android系统的合适数字游戏。在这项研究中,媒体被用来改善认知学习和批判性思维。它的目的还在于通过烷烃衍生的化合物主题评估学习者在化学学习中的反应。该游戏的开发改编自移动3D演示中游戏开发过程的过程。应用的评估数据模型的收集是在试验班中进行的前测和后测。结果表明,在预测试中,学习结果平均值为34.35,经典目标为5%。测验后学习结果平均值为80.51,经典目标为85%。 n增益因子为0.703。根据学生问卷调查数据分析的结果,3.025名学生对CBG的实施给予了积极的回应。 CBG媒体对批判性思维进行评估,其中以问题为中心的批判性思维指标得到3.1分,给与论点的得分为2.95,提出和回答问题的得分为3.0,做出决定的得分为3.05,并且平均得分为批判性思维指标是3.025,属于良好类别。根据学生的答卷,我们得到的平均分是3.3或82.5%,这是很好的类别。

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