“Where am I?” A Critical Discourse Analysis of Religious Representation in Indonesia

Q3 Social Sciences IAFOR Journal of Education Pub Date : 2021-12-18 DOI:10.22492/ije.9.6.07
Maretha Dellarosa
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引用次数: 1

Abstract

Diversified learning is the path to supplement students’ needs in the contemporary generation. These students’ lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational technology into student’s lives. As gamification harnesses the power of game elements, identifying how gamified learning affects a student’s game player traits will be vital in identifying whether specific learning methods can invoke, change and cultivate better learning outcomes. This quasi-experimental study involving two groups of students learning computer science in Malaysia was carried out over eight weeks. Findings revealed that most prevalent player traits changes were evident in the primary construct of social player traits, followed by subconstructs of customization, relationship, socializing, and mechanics. These changes are attributed to the need to reach out, communicate, and collaborate with their peers and look into how the system works for them individually, within the context of the learning and explorative needs of students. As such, gamified learning has not only managed to offer a new paradigm into the learning ecosystem but has also shown that positive changes can be cultivated based on these conditions.
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“我在哪里?”印尼宗教代表性的批判性话语分析
多样化学习是补充当代学生需求的途径。这些学生的生活从出生起就围绕着技术;因此,技术的作用不容忽视。此外,在全球疫情实施的封锁期间,这种情况很普遍,迫使教育技术融入学生的生活。由于游戏化利用了游戏元素的力量,识别游戏化学习如何影响学生的游戏玩家特征,对于识别特定的学习方法是否能够调用、改变和培养更好的学习成果至关重要。这项准实验研究涉及两组在马来西亚学习计算机科学的学生,历时八周。研究结果显示,最普遍的玩家特征变化在社交玩家特征的主要结构中表现得很明显,其次是定制、关系、社交和机制的子结构。这些变化归因于需要与同龄人接触、沟通和合作,并在学生的学习和探索需求的背景下,研究该系统如何为他们单独工作。因此,游戏化学习不仅成功地为学习生态系统提供了一种新的范式,而且还表明可以在这些条件下培养积极的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IAFOR Journal of Education
IAFOR Journal of Education Social Sciences-Education
CiteScore
2.70
自引率
0.00%
发文量
18
审稿时长
4 weeks
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