Gamification development in attainment concept model learning for students' comprehension enhancement

Rasim, H. W. Prabawa, Munir, Ulfah Husnun
{"title":"Gamification development in attainment concept model learning for students' comprehension enhancement","authors":"Rasim, H. W. Prabawa, Munir, Ulfah Husnun","doi":"10.1109/ICSITECH.2017.8257200","DOIUrl":null,"url":null,"abstract":"Vocational High School, or renowned as Sekolah Menengah Kejuruan (SMK) in Indonesia, is categorized as high school level prioritizing skills development aside from student's cognitive ability. Some obstacles are discovered that SMK graduates have not been able to meet the needs of middle-level workers. One of them is caused by the low-quality learning. With research and development method, this study's purpose to develop learning media that enables to enhance students' competence in managing their cognitive ability, especially students' understanding. In general, students acknowledged the support from the interactive multimedia game in their in class learning process. Moreover, the students understand and apprehend the materials presented in the game.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 3rd International Conference on Science in Information Technology (ICSITech)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSITECH.2017.8257200","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

Vocational High School, or renowned as Sekolah Menengah Kejuruan (SMK) in Indonesia, is categorized as high school level prioritizing skills development aside from student's cognitive ability. Some obstacles are discovered that SMK graduates have not been able to meet the needs of middle-level workers. One of them is caused by the low-quality learning. With research and development method, this study's purpose to develop learning media that enables to enhance students' competence in managing their cognitive ability, especially students' understanding. In general, students acknowledged the support from the interactive multimedia game in their in class learning process. Moreover, the students understand and apprehend the materials presented in the game.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
成就概念模型学习中的游戏化发展促进学生理解
职业高中,在印度尼西亚被称为Sekolah Menengah Kejuruan (SMK),被归类为除了学生的认知能力之外,优先发展技能的高中水平。发现了一些障碍,即SMK毕业生不能满足中层工人的需求。其中一个原因是低质量的学习。本研究采用研究开发的方法,旨在开发能够提高学生认知能力管理能力,尤其是理解能力管理能力的学习媒体。总体而言,学生认为互动多媒体游戏对他们的课堂学习有帮助。此外,学生理解和理解游戏中呈现的材料。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Blended learning in postgraduate program Predicting degree-completion time with data mining Real-time location recommendation system for field data collection Segmentation of retinal blood vessels using Gabor wavelet and morphological reconstruction The development and usability testing of game-based learning as a medium to introduce zoology to young learners
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1