将《追字墙迷宫》游戏化,作为基于 STEM 的学习媒体,提高学生的创造性思维能力

Khuldiana Azizah Fauziyati
{"title":"将《追字墙迷宫》游戏化,作为基于 STEM 的学习媒体,提高学生的创造性思维能力","authors":"Khuldiana Azizah Fauziyati","doi":"10.30595/rissej.v1i1.13","DOIUrl":null,"url":null,"abstract":"This study aims to determine the influence of Wordwall Maze Chase gamification as a STEM-based digital learning medium on improving students' creative thinking skills. This research uses a quantitative type of research. The study subjects were grade 5 elementary school students; as many as 31 respondents were selected with purposive sampling techniques. The data collection instrument uses an online questionnaire via a google forms link. The Pearson's correlation test showed that STEM-based Wordwall Maze Chase gamification learning media affected students' creative thinking skills by 0.926, which means it has a perfect correlation. Based on research in the field, using Wordwall Maze Chase gamification media has problems with cellphone performance and student screen resolution; the smaller the screen, the smaller the display of images and writing is also tiny. Learning using STEM-based Wordwall Maze Chase gamification media can be implemented in science, language, social science, and mathematics learning materials.","PeriodicalId":508335,"journal":{"name":"Research and Innovation in Social Science Education Journal (RISSEJ)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification of Wordwall Maze Chase as a STEM-Based Learning Media to Improve Students' Creative Thinking Skills\",\"authors\":\"Khuldiana Azizah Fauziyati\",\"doi\":\"10.30595/rissej.v1i1.13\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to determine the influence of Wordwall Maze Chase gamification as a STEM-based digital learning medium on improving students' creative thinking skills. This research uses a quantitative type of research. The study subjects were grade 5 elementary school students; as many as 31 respondents were selected with purposive sampling techniques. The data collection instrument uses an online questionnaire via a google forms link. The Pearson's correlation test showed that STEM-based Wordwall Maze Chase gamification learning media affected students' creative thinking skills by 0.926, which means it has a perfect correlation. Based on research in the field, using Wordwall Maze Chase gamification media has problems with cellphone performance and student screen resolution; the smaller the screen, the smaller the display of images and writing is also tiny. Learning using STEM-based Wordwall Maze Chase gamification media can be implemented in science, language, social science, and mathematics learning materials.\",\"PeriodicalId\":508335,\"journal\":{\"name\":\"Research and Innovation in Social Science Education Journal (RISSEJ)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Research and Innovation in Social Science Education Journal (RISSEJ)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.30595/rissej.v1i1.13\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research and Innovation in Social Science Education Journal (RISSEJ)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30595/rissej.v1i1.13","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本研究旨在确定 "单词墙迷宫大通关 "游戏化作为一种基于 STEM 的数字化学习媒介对提高学生创造性思维能力的影响。本研究采用定量研究方法。研究对象为五年级小学生,采用目的性抽样技术选取了多达 31 名受访者。数据收集工具是通过谷歌表格链接进行的在线问卷调查。皮尔逊相关检验表明,基于STEM的《文字墙迷宫大通关》游戏化学习媒体对学生创造性思维能力的影响为0.926,即具有完全相关性。根据该领域的研究,使用 Wordwall Maze Chase 游戏化媒体在手机性能和学生屏幕分辨率方面存在问题;屏幕越小,图像和文字的显示也就越小。利用基于 STEM 的《文字墙迷宫大通关》游戏化媒体进行学习,可以在科学、语言、社会科学和数学学习材料中实施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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
Gamification of Wordwall Maze Chase as a STEM-Based Learning Media to Improve Students' Creative Thinking Skills
This study aims to determine the influence of Wordwall Maze Chase gamification as a STEM-based digital learning medium on improving students' creative thinking skills. This research uses a quantitative type of research. The study subjects were grade 5 elementary school students; as many as 31 respondents were selected with purposive sampling techniques. The data collection instrument uses an online questionnaire via a google forms link. The Pearson's correlation test showed that STEM-based Wordwall Maze Chase gamification learning media affected students' creative thinking skills by 0.926, which means it has a perfect correlation. Based on research in the field, using Wordwall Maze Chase gamification media has problems with cellphone performance and student screen resolution; the smaller the screen, the smaller the display of images and writing is also tiny. Learning using STEM-based Wordwall Maze Chase gamification media can be implemented in science, language, social science, and mathematics learning materials.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Analysis of Level of Academic Procrastination on Mathematics Assignments Dance Learning in Children with Special Needs Autism Pk-Plk Center at Extraordinary School (SLB) Cendana Pekanbaru City, Riau Province Exploring Social Media and E-Communication Patterns Among Indigenous Youth in Sri Lanka Implementation of Quizwhizzer Application on Social Studies Subjects at SMP Negeri 28 Pontianak City Van Dijk Perspective on Jokowi's Political Dynasty Issue: an Appraisal Analysis on Kompas Media News
×
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