Dwi Fitria Al Husaeni, Eka Fitrajaya Rahman, Erna Piantari
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引用次数: 0
摘要
本研究旨在评估使用和开发基于问题的学习多媒体与查找和分类二维码游戏的效果,以提高学生在使用基于网络的数字平台学习面向对象程序设计时的计算思维(CT)技能。本研究采用了研究与开发(R&D)方法和单组前测后测设计。研究对象是印度尼西亚SMK Negeri 1 Cimahi的35名学生。研究分为三个阶段:1)问题分析;2)学习多媒体开发;3)评估。研究结果表明,在学习过程中实施查找和分类 QR 码游戏问题式学习多媒体后,学生的 CT 技能有所提高。学生的学习成绩从 45.71(前测)提高到 89.50(后测)。根据 t 检验结果,学生的平均学习成绩有了显著提高。此外,学生的 CT 平均分从 65.43(前测)提高到 85.29(后测)。根据 n 增益值,CT 部分的增加顺序为:1)抽象(0.66);2)模式识别(0.63);3)分解(0.48);4)算法设计(0.39)。在本研究中,学生对多媒体学习的反应非常好,得分率为 84.95%。
IMPLEMENTATION OF PROBLEM-BASED LEARNING MULTIMEDIA WITH FIND AND SORT QR CODE GAMES TO IMPROVE STUDENT'S COMPUTATIONAL THINKING SKILLS
This study aims to evaluate the effectiveness of using and developing problem-based learning multimedia with find and sort QR code games to improve students' computational thinking (CT) skills in learning object-oriented programming using a web-based digital platform. The Research and Development (R&D) method and One-Group Pretest-Posttest design was used in this study. The subjects of this study were 35 students of SMK Negeri 1 Cimahi, Indonesia. There are three stages in conducting research 1) analysis of problems, 2) learning multimedia development, and 3) evaluation. The findings show there is an increase in students' CT skills after implementing the find and sort QR Code Game problem-based learning multimedia during the learning process. Student learning outcomes have increased from 45.71 (pretest) to 89.50 (posttest). The average increase in student learning outcomes occurred significantly based on the results of the t-test. In addition, the students' CT average score increased from 65.43 (pretest) to 85.29 (posttest). The order of increasing the CT component based on the n-gain value is 1) abstraction (0.66); 2) pattern recognition (0.63); 3) decomposition (0.48); and 4) algorithm design (0.39). Student responses to multimedia learning in this study were obtained very well with a score of 84.95%.