游戏化和学术能力对学生元认知和批判性思维能力的影响

A. Abbassyakhrin, P. Setyosari, Siti Zubaidah, S. Sulton
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引用次数: 0

摘要

在教育环境中,学生的元认知能力和批判性思维能力往往有待提高。本研究旨在找出游戏化方法和学习能力对高中生生物学科元认知技能和批判性思维能力的影响。本研究的自变量是游戏化方法和一种不同方法(即同步-异步方法)的应用。调节变量是学生学习能力的差异。因变量是元认知和批判性思维能力。用于收集数据的工具是为测量元认知和批判性思维能力而开发的测试题。研究包括两个不同的阶段。首先,采用 Dick & Carey 的开发步骤进行开发研究。其次,采用 2x2 因式设计进行准实验,将 62 名学生分为两组。研究数据采用 MANOVA 统计分析技术进行分析。根据研究结果,可以建议在课堂上应用游戏化学习方法,并关注学生的学习能力。
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Gamification and academic ability impact on students' meta-cognition and critical thinking skills
In educational settings, the metacognitive skills and critical thinking abilities of students often show room for improvement. This research aims to find out the influence of gamification methods and academic ability on metacognitive skills and critical thinking ability of high school students in Biology subjects. The independent variable in this research is the application of the Gamification method and a different method, namely the Synchronous-asynchronous method. The moderator variable is the difference in students' academic ability. The dependent variables are metacognitive and critical thinking skills. The instrument used to collect data is a test question developed to measure metacognitive and critical thinking skills. The study comprised two distinct stages. Firstly, the Dick & Carey development steps were used for development research. Secondly, a quasi-experiment was conducted using a 2x2 factorial design with 62 students divided into two groups. The research data was analyzed using the MANOVA statistical analysis technique. Based on the research results, it can be recommended that the Gamification learning method needs to be applied in the classroom with attention to the student's academic abilities.   
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