4 research outputs found
Inkuiri dalam Pendidikan Fisika: Sistematika Literatur Review
Pengembangan pembelajaran yang berpusat pada peserta didik (student centered) salah satunya adalah penggunaan model pembelajaran inkuiri. Model inkuiri dapat memicu keterlibatan peserta didik melalui pemasalahan yang ada dan efektif untuk meningkatkan berbagai kemampuan peserta didik. Tujuan penelitian ini adalah mengkaji pemahaman yang dapat dikuasai oleh peserta didik dengan model pembelajaran inkuiri pada pembelajaran fisika. Jenis penelitian ini merupakan Systematic Literture Review (SLR) dengan metode PRISMA. Database yang digunakan adalah Scopus dan didapatkan 65 artikel yang berkaitan. Berdasarkan kajan penelitian yang telah dilakukan, model pembelajaran inkuiri dapat meningkatkan: (1) Pemahaman konseptual dan pengalaman belajar, (2) Kemampuan berpikir kritis dan kreatif, (3) Motivasi dan efikasi diri pada pembelajaran fisika
Does gamification affect flow experience? A systematic literature review
In recent years, studies in different areas have used gamification to improve
users' flow experience. However, due to the high variety of the conducted
studies and the lack of secondary studies (e.g., systematic literature reviews)
in this field, it is difficult to get the state-of-the-art of this research
domain. To address this problem, we conducted a systematic literature review to
identify i) which gamification design methods have been used in the studies
about gamification and Flow Theory, ii) which gamification elements have been
used in these studies, iii) which methods have been used to evaluate the users'
flow experience in gamified settings, and iv) how gamification affects users'
flow experience. The main results show that there is growing interest to this
field, as the number of publications is increasing. The most significant
interest is in the area of gamification in education. However, there is no
unanimity regarding the preferred method of the study or the effects of
gamification on users' experience. Our results highlight the importance of
conducting new experimental studies investigating how gamification affects the
users' flow experience in different gamified settings, applications and
domains.Comment: 5th International GamiFIN Conference 2021 (GamiFIN 2021), April 7-10,
2021, Finlan
An谩lisis del Sistema de Gesti贸n del Aprendizaje, Moodle y niveles de confort en usuarios
Conocimiento de los Sistemas de Apoyo a la Gesti贸n de educaci贸n virtualThis study analyzes the workflow experiences in the teaching-learning process of teachers and students enrolled in mixed (face to face /distance education) and distance education systems. The main objective is to evaluate Moodle, Learning Management System with the systematized Brief Inventory of Experiences. In this study we measure and compare the flow and comfort experiences of a population of 8140 participants, divided into two groups: 320 teachers and 7820 students. We can conclude that there is a significant difference in the p <0.05 level, in the following two variables: 1) When performing the activity, I forget about the problems and concerns and 2) I do things spontaneously and automatically. Tasks they must face in order to provide the students the appropriate tools in order to learn. In addition to this challenge, the teacher does not achieve an optimal level of comfort throughout the teaching process due the lack of positive feedback. Encouraging the teachers to guide the students to takeoff the learning and the teacher to get positive feedback. While the students receive and assimilate, the teacher gives and experiments. Because the transmission of knowledge is a function of who assimilates the legacy.UAEM, PROYECTO INVESTIGACI脫N SIEA
鈥淐omparaci贸n de dos vertientes en B-learning para medir competencias metacognitivas, base de la soluci贸n de problemas
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