化学烹饪作为一种游戏化干预在化合物命名中的有效性:公立学校11年级学生的学习经验

Melanio Noe O. Manipon
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引用次数: 3

摘要

本研究旨在记录圣达菲国家高中11年级学生的不同学习经历,同时他们(对照组和实验组)暴露于传统的教学方式(模块和视频课程)和游戏化教学,以化学烹饪电子游戏的形式,在2021-2022学年。数据收集使用研究人员自制的工具:前测试,后测试和学生学习经验的清单。对定量数据进行了各种统计分析,特别是对测试前和测试后得分进行了均值、标准差和t检验。此外,对定性数据进行转录、分析和主题化。本研究的发现和结果表明,对照组和治疗组的前测得分与对照组和治疗组的前测得分无显著差异。此外,结果显示,测试后得分有显著差异,分别为10.15分(sd=3.88)和14.7分(sd=4.84)。控制组和实验组的平均和标准偏差得分的差异说明了《chemiclooking》移动电子游戏作为教学材料的有效性。此外,对照组(未接触ChemiCooking电子游戏)和治疗组(接触ChemiCooking电子游戏)在各自的测试后得分和获得分数上获得的知识有显著差异,治疗组表现更好。由此得出的结论是,游戏化干预(化学烹饪)比传统的教学方式更有效。接触化学烹饪电子游戏的学习者有不同的和有意义的学习体验。关键词:游戏化,知识获取,干预材料,化学烹饪,电子游戏
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Effectiveness of Chemicooking as A Gamified Intervention in Nomenclature of Compounds: Learning Experiences of Grade 11 Students in A Public School
This research study sought to document the different learning experiences of the Grade 11 students of Santa Fe National High School while they (control and treatment groups) were exposed to the conventional manner of instruction (modules and video lessons) and gamified instruction, in the form of the ChemiCooking e-game, for the school year 2021-2022. Data were gathered using a researcher-made instrument: a pre-test, a post-test, and a checklist of student’s learning experiences. The quantitative data were subjected to various statistical analyses, specifically the mean, standard deviation, and t-tests of the pre and post-tests scores. Moreover, the qualitative data were transcribed, analyzed, and thematized. The findings and results of the study indicated that the control and treatment groups’ pretest scores were not significantly different from those of the control and treatment groups. Furthermore, results showed that the post-test scores significantly differ, as reflected in their mean scores of 10.15 (sd=3.88) and 14.7 (sd=4.84). The difference in mean and standard deviation between the control and treatment group’s gain scores speak of the effectiveness of the ChemiCooking mobile e-game as an instructional material. Moreover, there is a significant difference in the knowledge gained by the control group (unexposed to the ChemiCoooking e-game) and treatment group (exposed to the ChemiCooking e-game) based on their respective post-test scores and gain scores, with the treatment group performing better. This leads to the conclusion that gamified intervention (ChemiCooking) is way more effective than the conventional delivery of instruction. The learners exposed to the ChemiCooking e-game have different and meaningful learning experiences. Keywords: gamification, knowledge gain, intervention material, ChemiCooking, e-game
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