核应用(SAN)三维模拟游戏中多个学习模型的设计与实现(以99mTc-Tetrofosmin诊断冠状动脉疾病为例)

M. Rosalina, W. A. Ida, T. Mardiono
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摘要

印度尼西亚许多学校的核学习倾向于记忆材料,几乎肯定不会发生细致入微的学习“过程”,这使得学习缺乏吸引力,因此有助于学生的动机和科学素养。每个学生的大脑都是独一无二的,具有不同的能力、兴趣和天赋特征。克服上述问题的一种方法是应用更具互动性和趣味性的学习模型,其中一种方法是在使用99mTc-Tetrofosmin诊断冠心病的游戏SAN中,将STL (Science Technology Literacy)学习与PBL (problem Based learning)学习相结合,使用多模型学习。所开发的学习阶段是接触阶段、好奇阶段、细化阶段、决策阶段、联系阶段和评估阶段。实验采用三种设计,即控制班(常规学习)、实验一班(仅使用游戏)、实验二班(游戏和讨论),以确定学生科学素养和动机的提高。从测试结果来看,通过提高n-增益值在对照组中为38.28%,在实验一班中为46.66%,在实验二中为65.85%,可以得出使用游戏比常规学习更能显著提高科学素养的结论,当学习中有额外的讨论时,效果会更好。学习动机已增至72.67%的最高标准。需要修复和进一步开发,以获得更好的效果。
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Design and implementation multiple models of learning in 3D simulation game of nuclear application (SAN) (Case study : Diagnosis of coronary artery disease using 99mTc-Tetrofosmin)
Nuclear learning in many schools in Indonesia tend to memorizing the material almost certainly not occur nuanced learning “process”, it makes learning less attractive and therefore contributes to student motivation and science literacy. Each student has a brain that is unique and has different characteristics of good abilities, interest and talents. As one effort to overcome the above problem is to apply the learning model that is more interactive and interesting, one of is the use of multimodel learning by combining learning STL (Science Technology Literacy) and PBL (Problem Based Learning) in the game SAN which diagnosis of artery coronary disease using 99mTc-Tetrofosmin. The phase of learning that was developed is the contact phase, curiousity phase, elaboration phase, decision making phase, nexus phase, and assessment phase. Test conducted to determine the increase student science literacy and motivation with three designs, namely the class control (conventional learning), class of experiment one (use of game only), class of experiment two (game and discussion). From the test results obtained by increasing the value of n-gain 38.28% in the control class, 46.66% of experiments class one and 65.85% of experiments class two, the conclusion of the study can be obtained using games more increase significant science literacy than conventional learning, the result will be better when there is additional discussion in the learning. Motivation to learn has increased to a maximum of 72.67% criteria. Need for repairing and further development to obtain better results.
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