通过游戏学习增强农业机械化普及意识

Y. Handayati, N. Putranto, Himawan Nur Ardhito
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摘要

摘要本研究采用基于游戏的学习来建立稻农对机械化或先进农业技术重要性的认识。机械化的使用是提高农业生产力和效率、提高产品质量和附加值以及增强农民权能的一种方式。本研究考察了农民对采用机械化方法的态度,并提出了一种合适的基于游戏的学习方法。首先,我们采用定性方法,通过收集信息、试点测试和征求农民反馈来开发游戏。然后,采用定量方法,通过测试后和测试前的问卷来评估游戏的有效性。通过聚类分析,根据农户的特点确定合适的学习方式。以游戏为基础的方法可以促进机械化方法的采用。确定了两个集群。平均而言,第一个群体年龄更年轻,教育背景更高,对使用机械化方法的态度更积极。第二组平均年龄较大,受教育程度较低,对采用机械化的态度得分较低。研究结果还表明,可以使用基于教学法的方法接触第一个集群中的农民,而第二个集群可能更容易接受基于男女性别的方法。关键词:农业;稻农;机械化方法;基于游戏的学习;学习方法
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Enhancing The Awareness of Mechanization Adoption in Agriculture Through Game-Based Learning
Abstract. This research implements game-based learning to build rice farmers' awareness of the importance of using mechanization or advanced technology in agriculture. The use of mechanization is one way to increase farming productivity and efficiency, improve the quality and added value of products, and empower farmers. This study examines farmers' attitudes towards the adoption of mechanized methods and proposes a suitable game-based learning approach. First, qualitative methods were employed to develop the game by gathering information, pilot testing, and asking for feedback from farmers. Then, the quantitative method is applied to assess the game's effectiveness using a post- and pretest questionnaire. Cluster analysis was also conducted to determine the proper learning approach based on the farmers' characteristics. The game-based approach is shown to shed light on fostering the adoption of mechanized methods. There are two clusters identified. On average, the first cluster has a younger age, higher educational background, and more positive attitudes toward using mechanized methods. The second cluster, on average, has an older age, a lower educational level, and lower scores in their attitudes toward the adoption of mechanization. The findings also suggest that the farmers in the first cluster may be reached using a pedagogy-based approach, whereas the second is likely to be more receptive to an andragogy-based approach. Keywords: Agriculture; rice farmers; mechanization method; game-based learning; learning approach
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来源期刊
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0.00%
发文量
8
审稿时长
14 weeks
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