216 research outputs found

    METODE GAMIFICATION PADA PEMROGRAMAN DASAR TEKNIK KOMPUTER DAN INFORMATIKA DI SEKOLAH MENENGAH KEJURUAN

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    Ketertarikan dan motivasi siswa dalam mengikuti pembelajaran pemrograman dasar merupakan faktor yang dapat mempengaruhi hasil belajar. Proses pembelajaran yang secara monoton dengan metode ceramah membuat siswa merasa bosan dan kehilangan minat dalam mengikuti pembelajaran. Namun, pemilihan metode pembelajaran yang tepat dapat meningkatkan kertertarikan dan motivasi siswa. Dalam penelitian ini, kami mengunakan metode Systematic Literature Review (SLR) untuk menjabarkan penerapan metode gamifikasi dalam proses pembelajaran pemrograman dasar yang bertujuan meningkatkan ketertarikan dan motivasi belajar siswa. Hasil dari review 15 jurnal menunjukkan bahwa : 13 jurnal menjabarkan penerapan metode gamifikasi dalam pembelajaran berbasis e-learning. Elemen gamifikasi yang dapat diterapkan dalam media e-learning seperti : lencana (14 jurnal), poin (14 jurnal), tantangan (13 jurnal), papan peringkat (12 jurnal), level (10 jurnal), progress bar (7 jurnal), profil (4 jurnal), dan feedback (4 jurnal). Berdasarkan pada hasil penelitian, dapat disimpulkan bahwa penggunaan media e-learning yang terdapat elemen gamifikasi dalam proses pembelajaran dapat meningkatkan minat dan motivasi belajar

    ACER Research Conference Proceedings (2016)

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    The focus of ACER’s Research Conference 2016 will be on what we are learning from research about ways of improving levels of STEM learning. Australia faces significant challenges in promoting improved science, technology, engineering and mathematics (STEM) learning in our schools. Research Conference 2016 will showcase research into what it will take to address these challenges, which include: the decline in Australian students’ mathematical and scientific ‘literacy’; the decline in STEM study in senior school; a shortage of highly qualified STEM subject teachers, and curriculum challenges. You will hear from researchers who work with teachers to engage students in studying STEM-related subjects, such as engineering in primary school, and science and maths at all levels. You will learn how to engage both girls and boys in STEM learning, through targeted teaching, activities like gaming, and applying learning from neuroscience

    Conference Program 2020

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    Conference Progra

    Study of the Training of Environmentalists through Gamification as A University Course

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    The United Nations Agenda for 2030 lists Sustainable Development Goals which include quality education, which we have pursued in the Undergraduate Final Project of the Environmental Sciences Degree at the University of Granada (Spain). This entailed designing sustainable cities, including the management of natural hazards. We created an innovative didactic model using gamification, in which the student adopted the researcher role using the computer game Cities: Skylines as a simulation tool. Using a design-based method, we conducted a qualitative single-case study in which the professor observed the process and guided the student’s self-learning in a fun way. Under this guidance, the student made decisions alone in order to simulate a sustainable city, and afterwards to analyse the findings. Three variables were considered in order to evaluate the results concerning the quality of the student’s learning: (1) the experiment using the game, (2) motivation, and (3) the skills acquired. In all three, the student earned a high score. Of the 12 skills established as the specific goals of the teaching plan, the student reached a very high level in 10, and a high level in two, implying the overall success of the learning process. The study achieved its main goal, as an innovative didactic methodology was established based on student’s research, using gamification and simulation with a technological tool. Moreover, the case study gave positive results, with the student proving capable of developing scientific and professional competencies at an optimal level

    Dynamizing theory-based classes in the undergraduate degree programme in Translation and Interpreting studies: the use of Kahoot!

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    Kahoot! has emerged in the last years as a great tool to increase students’ participation and motivation as well as enhancing the teaching-learning process and foster cross-curricular competences such as problem-solving and analytical and synthesis skills.This study describes an experience based on Kahoot! implemented in two groups of students from the Translation and Interpreting degree of the University of Granada. The students were enrolled in a general translation course and, for most of them, this course was their first contactwith translation.Kahoot! quizzeswere used during the first part of the course, which comprises five theoretical topics focused on several aspects of Translation Theory and Linguistics. Five different Kahoot! quizzesformed by ten questions were preparedto cover all the theoretical topics of the course. Therefore, after the presentation of each topic students had to play a Kahoot!to check if they had acquired the different contents exposed during the class. The results of the quizzes were used toevaluate students’ academic performance as they accounted for 10% of their final mar

    Exploring Feedback and Gamification in a Data Modeling Learning Tool

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    Data modeling is an essential part of IT studies. Learning how to design and structure a database is important when storing data in a relational database and is common practice in the IT industry. Most students need much practice and tutoring to master the skill of data modeling and database design. When a student is in a learning process, feedback is important. As class sizes grow and teaching is no longer campus based only, providing feedback to each individual student may be difficult. Our study proposes a tool to use when introducing database modeling to students. We have developed a web-based tool named LearnER to teach basic data modeling skills, in a collaborative project between the University of South-Eastern Norway (USN) and Kristiania University College (KUC). The tool has been used in six different courses over a period of four academic years. In LearnER, the student solves modeling assignments with different levels of difficulty. When they are done, or they need help, they receive automated feedback including visual cues. To increase the motivation for solving many assignments, LearnER also includes gamifying elements. Each assignment has a maximum score. When students ask for help, points are deducted from the score. When students manage to solve many assignments with little help, they may end up at a leaderboard. This paper tries to summarize how the students use and experience LearnER. We look to see if the students find the exercises interesting, useful and of reasonable difficulty. Further, we investigate if the automated feedback is valuable, and if the gamifying elements contribute to their learning. As we have made additions and refinements to LearnER over several years, we also compare student responses on surveys and interviews during these years. In addition, we analyze usage data extracted from the application to learn more about student activity. The results are promising. We find that student activity increases in newer versions of LearnER. Most students report that the received feedback helps them to correct mistakes when solving modeling assignments. The gamifying elements are also well received. Based on LearnER usage data, we find and describe typical errors the students do and what types of assignments they prefer to solve.publishedVersio

    Serious Play Approaches for Creating, Sharing, and Mobilizing Tacit Knowledge in Cross-disciplinary Settings

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    abstract: Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers. The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.Dissertation/ThesisDoctoral Dissertation Design 201
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