A Preliminary Study of Correlations Explaining Student Interest in Digital Games-Based Learning

2013 ◽  
Vol 63 (2) ◽  
Author(s):  
Nazirah Mat Sin ◽  
Othman Talib ◽  
Tengku Putri Norishah

The popularity of digital games is undeniable. There are numerous studies on digital games based learning (DGBL) which demonstrate the increased interest in digital games among students. Conversely, there has been a significant decline of interest in learning science. DGBL merges principles and strategies from the game and education fields. It is believed the combination of these two fields would enhance interest in learning science as well as assist students to understand highly conceptual subjects such as Chemistry. However, researchers face challenges to integrate principles of games into educational theories which are often too broad to be implemented in DGBL development. As such, this conceptual paper tries to discuss the potential of merging game principles and learning strategies in DGBL for teaching science concepts.


Proceedings ◽  
2019 ◽  
Vol 31 (1) ◽  
pp. 65
Author(s):  
Solano ◽  
López ◽  
Guerrero ◽  
Quesada

Maintaining high cognitive activity is vital for the mental health of seniors. Taking part in leisure activities is an exciting and gratifying way to accomplish this, with video games having several advantages for this use. The present study is a work in progress to develop different digital games with natural voice interfaces that can be easily and pleasantly used by older adults to stimulate their cognitive needs. A Wizard of Oz with two different games was developed to evaluate the user experience perceived when using such applications. Positive results enhance the notion that using digital games powered by natural voice interfaces may appeal to the elderly, while stimulating their cognitive processes, thus fortifying their mental health.


2021 ◽  
Vol 1 (2) ◽  
pp. 260-267
Author(s):  
KOEKOEH HARDJITO ◽  
SUWOYO SUWOYO ◽  
ERNA RAHMA YANI

Health material is material that requires caution in distributing so that students do not get it wrong. For this reason, teacher expertise is needed in packaging elements in the learning process. One way that can be used in responding to these learning challenges is to develop learning media. Comic is one of the visual media that has several functions in learning, namely the function of attention, affective function, cognitive function and compensatory function. This illustrated media contains learning materials that are packaged to suit the daily lives of students. This type of research is a development research that aims to develop comic media in order to increase interest in learning reproductive health in Gempi Kespro cadres. The development research model used is a modification of the procedural model from Borg and Gall which consists of a preliminary study, determining the goals to be achieved at each stage, developing the initial product form, initial testing, initial revision, main trial, 2nd revision, validation test expert and final revision. Product reviews use modifications of criteria based on quality, namely design, breadth of material, ease of understanding, coherence of images and text as well as image and text writing. The data is presented descriptively. The results of the initial trial, main trial and expert validation showed a positive value for all aspects of the assessment. The conclusion of this study is that the learning media for reproductive health comics is appropriate to be used in increasing student interest in learning in the field of reproductive health ABSTRAKMateri kesehatan reproduksi merupakan materi yang memerlukan kehati-hatian dalam penyampaian agar siswa tidak keliru dalam menerimanya. Untuk itu diperlukan kepiawaian pengajar dalam mengemas unsur dalam proses pembelajarannya. Salah satu cara yang dapat digunakan dalam menjawab tantangan pembelajaran tersebut adalah dengan mengembangkan media belajar. Komik merupakan salah satu media visual memiliki beberapa fungsi dalam pembelajaran yaitu fungsi atensi, fungsi afektif, fungsi kognitif dan fungsi kompensatoris. Media bergambar ini berisi materi pembelajaran yang dikemas menyesuaikan kehidupan siswa sehari-hari. Jenis penelitian ini merupakan penelitian pengembangan yang bertujuan mengembangkan media komik guna meningkatkan minat belajar kesehatan reproduksi pada kader gempi kespro. Model penelitian pengembangan yang digunakan adalah modifikasi model procedural dari Borg and Gall yang terdiri dari studi pendahuluan, menentukan tujuan yang akan dicapai disetiap tahapan, mengembangkan bentuk produk awal, uji coba awal, revisi awal, uji coba utama, revisi ke-2, uji validasi ahli dan revisi akhir. Review penilaian produk menggunakan modifikasi dari criteria berdasarkan kualitas yaitu desain, keluasan materi, kemudahan materi dipahami, keruntutan gambar dan tulisan serta kejelasan gambar dan tulisan. Data disajikan secara deskriptif. Hasil dari uji coba awal, uji coba utama dan validasi ahli menunjukkan nilai positif dari keseluruan aspek penilaian. Kesimpulan dari penelitian ini adalah bahwa media pembelajaran komik kesehatan reproduksi ini layak digunakan dalam meningkatkan minat belajar siswa di bidang kesehatan reproduksi


2021 ◽  
Vol 12 (1) ◽  
pp. 22
Author(s):  
Ervan Johan Wicaksana ◽  
Pramana Atmadja ◽  
Gusti Ayu Muthia

Abstrak. Penelitian ini bertujuan untuk meningkatkan minat belajar siswa melalui penerapan E-Learning Edmodo dengan model pembeajaran PBL selama masa pandemi Covid-19 ini. Dalam studi pendahuluan yang dilakukan kepada siswa MAN 2 kota Jambi yang melakukan kegiatan pembelajaran selama pandemi Covid-19 menyatakan bahwa minat belajarnya rendah. Hal ini terjadi karena guru hanya memberikan tugas dan tidak ada proses pembelajaran yang menghubungkan langsung antara guru dan siswa melalui suatu kegiatan pembelajaran dan penggunaan platform Edmodo masih jarang digunakan. Pengambilan data dilakukan dengan menggunakan google form yang berisi kuesioner tentang tanggapan deskripsi kegiatan menggunakan edmodo kepada siswa kelas XI. Hasil peningkatan minat siswa berdasarkan beberapa indikator yang diamati adalah rasa senang dengan skor rata-rata 3,18 termasuk kategori baik, keingintahuan 3,38 kategori sangat baik, perhatian 3,30 kategori sangat baik, dan ketertarikan 3,015 kaategori baik. Berdasarkan data penelitian diketahui bahwa penerapan pembelajaran Problem Based Learning selama pembelajaran menggunakan e-learning edmodo mampu meningkatkan minat belajar siswa.Abstract. This study aims to increase students' interest in learning through the application of Edmodo E-Learning with PBL learning models during the Covid-19 pandemic. In a preliminary study conducted to MAN 2 students in Jambi City who conducted learning activities during the Covid-19 pandemic stated that their interest in learning was low. This happens because the teacher only gives assignments and there is no learning process that connects directly between the teacher and students through a learning activity and the use of Edmodo platform is still rarely used. Data was collected using a google form containing a questionnaire about responses to descriptions of activities using edmodo to class XI students. The results of increasing student interest based on several indicators observed were happy with an average score of 3.18 including the good category, curiosity 3.38 the excellent category, the attention of 3.30 the excellent category, and the interest of the 3,015 good category. Based on research data it is known that the application of Problem Based Learning during learning using ed-modo e-learning can increase student interest in learning.


2020 ◽  
Vol 10 (4) ◽  
pp. 96
Author(s):  
Min-Bin Chen ◽  
Siou-Ge Wang ◽  
You-Ning Chen ◽  
Xiao-Fang Chen ◽  
Yi-Zhen Lin

Learning is mainly based on the students’ mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such games. Designing educational games to be less complex and more casual makes it easier to balance education and entertainment. For courses with practical operational characteristics, combining a game with a virtual and real integration experience can increase both student interest and learning effectiveness. This research develops an augmented reality app, named "Mobile Plant", which is an app developed for the primary school plant curriculum, combining games and augmented reality to enhance students’ interest in learning. A questionnaire shows that the game has positive results in terms of game difficulty and absorption of content.


Author(s):  
John H.L. Watson ◽  
John L. Swedo ◽  
R.W. Talley

A preliminary study of human mammary carcinoma on the ultrastructural level is reported for a metastatic, subcutaneous nodule, obtained as a surgical biopsy. The patient's tumor had responded favorably to a series of hormonal therapies, including androgens, estrogens, progestins, and corticoids for recurring nodules over eight years. The pertinent nodule was removed from the region of the gluteal maximus, two weeks following stilbestrol therapy. It was about 1.5 cms in diameter, and was located within the dermis. Pieces from it were fixed immediately in cold fixatives: phosphate buffered osmium tetroxide, glutaraldehyde, and paraformaldehyde. Embedment in each case was in Vestopal W. Contrasting was done with combinations of uranyl acetate and lead hydroxide.


Author(s):  
H.D. Geissinger ◽  
C.K. McDonald-Taylor

A new strain of mice, which had arisen by mutation from a dystrophic mouse colony was designated ‘mdx’, because the genetic defect, which manifests itself in brief periods of muscle destruction followed by episodes of muscle regeneration appears to be X-linked. Further studies of histopathological changes in muscle from ‘mdx’ mice at the light microscopic or electron microscopic levels have been published, but only one preliminary study has been on the tibialis anterior (TA) of ‘mdx’ mice less than four weeks old. Lesions in the ‘mdx’ mice vary between different muscles, and centronucleation of fibers in all muscles studied so far appears to be especially prominent in older mice. Lesions in young ‘mdx’ mice have not been studied extensively, and the results appear to be at variance with one another. The degenerative and regenerative aspects of the lesions in the TA of 23 to 26-day-old ‘mdx’ mice appear to vary quantitatively.


Author(s):  
J P Cassella ◽  
V Salih ◽  
T R Graham

Left ventricular assist systems are being developed for eventual long term or permanent implantation as an alternative to heart transplantation in patients unsuitable for or denied the transplant option. Evaluation of the effects of these devices upon normal physiology is required. A preliminary study was conducted to evaluate the morphology of aortic tissue from calves implanted with a pneumatic Left Ventricular Assist device-LVAD. Two 3 month old heifer calves (calf 1 and calf 2) were electively explanted after 128 days and 47 days respectively. Descending thoracic aortic tissue from both animals was removed immediately post mortem and placed into karnovsky’s fixative. The tissue was subsequently processed for transmission electron microscopy (TEM). Some aortic tissue was fixed in neutral buffered formalin and processed for routine light microscopy.


2021 ◽  
Author(s):  
Hicham Zaroual ◽  
El Mestafa El Hadrami ◽  
Romdhane Karoui

This study examines the feasibility of using front face fluorescence spectroscopy (FFFS) to authenticate 41 virgin olive oil (VOO) samples collected from 5 regions in Morocco during 2 consecutive crop seasons.


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