探究高等教育中学生对作为学习媒体的 Quizizz 的看法

Harun Sitompul, Retno Sayekti, Sri Rahmah Dewi Saragih, Salminawati
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引用次数: 0

摘要

事实证明,在教育中使用游戏可以提高学生的学习参与度。然而,许多研究表明,在学习中使用游戏只对高中生有效,而对高等教育学生的使用则很有限。有关教育游戏的研究主要集中在 Kahoot!本研究旨在探讨印度尼西亚北苏门答腊伊斯兰国立大学图书馆学专业的学生对 Quizizz 这种学习媒体的看法以及遇到的相关障碍。研究采用了定量和定性相结合的方法,如调查和焦点小组讨论,样本为 272 名本科生。研究发现,在学习中使用游戏能积极提高学生的参与度,使学生在学习中的独立性和自我控制能力得到显著提高。在学习活动中,学生们坚持认为,他们在享受游戏的过程中获得了自信。研究表明,为了提高学习成绩,教育工作者应采用各种教学策略,鼓励学生积极主动地投入身心。此外,这种学习体验和内容有望增强学生的保持性记忆。
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Exploring Students’ Perception of Quizizz as a Learning Media in Higher Education
The use of game in education has been evidenced to improve students’ engagement in learning. However, much research shows that the use of game in learning is only effective for high school students, while its use for students of higher education is limited. Research on game in education has predominantly been occupied by Kahoot! while Quizizz has received less analysis. This research aims to explore student perception of Quizizz as a learning media and the related obstacles experienced in a library science study program of State Islamic University of North Sumatera in Indonesia. The research uses a combination of quantitative and qualitative methods, such as survey and focused group discussion, with a sample of 272 undergraduate students. The study found that the use of games in learning actively increased student engagement and led to a significant improvement in independence and self-control in learning. During the learning activity students maintain that they gain their self-confidence while enjoying the game. The research suggests that to increase learning achievement, educators should use various teaching strategies that encourage students’ active mental and physical engagement. Additionally, it is expected that this learning experience and content will enhance students' retentive memory.
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来源期刊
CiteScore
1.70
自引率
0.00%
发文量
15
期刊最新文献
Perceptions des apprenants de la rétroaction corrective écrite synchrone dans la rédaction collaborative par vidéoconférence Digital Wellness Framework for Online Learning Editorial / Éditorial Volume 49 Issue 3 Self-Talk: Musing on Distance Education. (2023) Exploring Students’ Perception of Quizizz as a Learning Media in Higher Education
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