Reflective Learning through Playing Digital Game The Sims 2

Author(s):  
Hui-Chun Hsiao
2013 ◽  
Author(s):  
Walter R. Boot ◽  
Neil H. Charness ◽  
Wendy A. Rogers ◽  
Arthur D. Fisk ◽  
Sara J. Czaja ◽  
...  

2014 ◽  
Vol 11 (2) ◽  
Author(s):  
Teguh Satria Amin ◽  
Eddi Setia ◽  
Lince Sihombing

This research investigates 1) students’ achievement in reading comprehension taught by using Direct Reading Thinking Activity (DR-TA) strategy is higher than taught by using Know, What to Learn, and Learned (KWL) strategy, 2) students’ achievement in reading comprehension with impulsive learning style is higher than students’ achievement in reading comprehension with reflective learning style, and (3) there is  interaction between teaching strategies and learning styles on the students’ achievement. Two classes containing of 70 students were chosen as sample by apllying cluster random sampling technique. The experimental group 1 was treated by using DR-TA and the experimental group 2 was treated by using KWL. The students’ achievement was measured by using test. The questionnaire was conducted to find out the students’ learning style. The data were analyzed by applying two-ways analysis of variance. The findings show that (1) the students’ achievement in reading comprehension taught by using DR-TA higher than using KWL; (2) students’ achievement in reading comprehension with impulsive learning style is lower than that with reflective learning style; (3) there is interaction between teaching strategies and learning styles on the students’ achievement in reading comprehension. The analysis revealed that the teaching strategies significantly affected the students’ reading achievement.   Keywords: DR-TA, KWL, Impulsive Learning Style, Reflective Learning Style, Reading Comprehension


2020 ◽  
Vol 13 (1) ◽  
pp. 16-23
Author(s):  
Agatha Maisie Tjandra ◽  
Lalitya Talitha Pinasthika ◽  
Rangga Winantyo

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.


2002 ◽  
Vol 2 (3) ◽  
pp. 10-12
Author(s):  
V Lowndes ◽  
S Berry
Keyword(s):  

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