scholarly journals A Game-Based Learning Activity to Promote Conceptual Understanding of Chordates’ Phylogeny and Self-Efficacy to Learn Evolutionary Biology

2021 ◽  
Vol 10 (4) ◽  
pp. 1937-1951
Author(s):  
Santhanat Punyasettro ◽  
Pratchayapong Yasri

<p style="text-align: justify;">Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students’ understanding of the concept. This study, therefore, developed a game-based learning activity called the VERT card game to enhance students’ learning of the phylogenetic taxonomy of chordates. The VERT card game was designed to lay the foundation for different characteristics of chordate classes, as well as to allow students to construct and interpret their evolutionary relationships based on the phylogenetic tree. The effectiveness of the VERT card game was verified by a pre-test and post-test design with 109 middle school students in Thailand. The statistical result revealed that students’ mean scores increased significantly in the post-test, compared to the pre-test, indicating their improved understanding. In addition, after participating in the learning activity, the student participants were found to increase their self-efficacy to learn evolutionary biology statistically. Also, it showed positive views towards the usefulness of the developed card game as a large number of them expressed that they would like to use it for their lesson reviews and wished to have this form of learning activity in other topics in biology.</p>

2016 ◽  
Vol 9 (4) ◽  
pp. 185 ◽  
Author(s):  
Shiva Masoumparast

<p class="apa">Background: teachers are as responsible for personal progress of children as parents are for their nurturing. The purpose of this study is to examine the role of EI and self-efficacy of teachers in reduced SAD of primary school students in Tehran. In other words, this study evaluates the effective role of teachers in reducing SAD in students. Methods: This study used a descriptive-correlational methodology. The sample consisted of 345 teachers and 280 students with SAD selected by stratified proportional to size sampling by Cochran formula. Bar-on’s EQ-i, Schwarzer’s GSE and evaluation forms were used to evaluate teachers; Espada’s CSAS and Spence Children’s Anxiety Scale (SCAS) were used to measure SAD in children. Finally, post-test was taken from students with SAD.Results: The results showed a significant positive correlation between EI and self-efficacy of teachers. On the other hand, EI and self-efficacy of teachers significantly influenced students, so that a significant difference was found in the pre-test and post-test scores of students. SAD significantly decreased in students. Conclusion: positive teacher-student interactions can reduce the symptoms of SAD in students. Thus, teaching profession is a serious responsibility which should not be considered only as a job.</p>


Author(s):  
Parmjit Singh ◽  
Teoh Sian Hoon ◽  
Akmal Md Nasir ◽  
Adlan Md Ramly ◽  
Syazwani Md Rasid ◽  
...  

<p><span lang="EN-US">Given the hypothesis that card games form a strong tool capable of shaping the aforementioned interest, this study has developed a card game called Math Zap as a pedagogical tool for numeracy skills development in the context of mental computation. It is geared towards investigating the efficacy of this Math Zap card game, in facilitating the development of numeracy skills amongst learners, and their attitude towards using it as a pedagogical tool. A mix method approach using an experimental and descriptive design was taken and tested amongst 34 primary school students aged 12 to 13. From the results of the study, it is found that the Math Zap card game is a highly effective learning tool in so far as the enhancement of students’ numeracy computation skills in the areas of fractions, percentages and decimals are concerned. This is evidenced by a statistical significant pre-post test score increment. Furthermore, students were rather positive and receptive towards the game, further substantiating the claim of it being a useful pedagogical tool.</span></p>


2015 ◽  
Vol 4 (1) ◽  
Author(s):  
Eko Hari Febriantomo ◽  
Suharnan

This study aims to test the effectiveness of self-efficacy training to improve confidence in making career decisions (CDMSE) and achievement motivation (N-Ach) in 60 high school students. Through experimental approaches, obtained by 30 students as the experimental group and 30 students as a control group. Data were collected through questionnaires tests before and after the test, which is then analyzed by t-test. As the results of pre-test and post-test on a scale CDMSE test for the experimental group obtained probability value of 0.000 (p <0.05), which means that the hypothesis of no effect of self-efficacy training to CDMSE acceptable. so that self-efficacy training gives pangaruh to decision making career in high school students to determine the level of studies. And the results of the analysis of pre test and post test N-Ach-scale test in the experimental group obtained probability value of 0.000 (p <0.05), which means that in the experimental group there are differences in the results of pre-test to post-test. So the hypothesis that there is the influence of self-efficacy training to N-ach proven.


Author(s):  
Ong C Yung ◽  
Syahrul Nizam Junaini ◽  
Ahmad A Kamal ◽  
Laili F Md Ibrahim

Mathematics is important in our life and society. However, gamification of mathematics is rare for the topics such as fractions and decimals. This paper presents the development of an educational mathematics game called One Slash One Hundred Percent (1 Slash 100%). It is the hybridization of conventional card game and Quick Response (QR). This research aims to study how the respondents explore the card game to master decimal, fraction and percentage. The testing was conducted among secondary school students in Kuching, Sarawak, Malaysia (n=12; age=14). The respondents were asked to answer a set of questions in pre-test and post-test question. The results were promising where the analysis showed a significant difference between pre (M=14.3, SD=2.103) and post-test scores (M=17.6, SD=2.234). Thus, gamification of mathematics using hybrid card game increases their mastery of decimal, fraction and percentage.


2020 ◽  
Vol 9 (1) ◽  
pp. 166
Author(s):  
Ratni Purwasih ◽  
Ratna Sariningsih ◽  
Indah Puspita Sari

Artikel ini merupakan hasil penelitian terkait kemampuan self efficacy  matematis siswa SMP pada dua kelas.  Penelitian ini bertujuan untuk mengetahui interaksi antara penerapan pembelajaran worksheet berbasis softwere Geogebra terhadap kemampuan self efficacy matematis siswa ditinjau kemampuan awal matematis (KAM) siswa.  Melalui metode quasi eksperimen dengan desain pre test-post test, penelitian ini melibatkan 72 siswa SMP. Hasil penelitian menunjukkan adanya perbedaan peningkatan  rata-rata kemampuan self efficacy matematis ditinjau dari kemampuan awal matematis (KAM). Hasil penelitian juga menunjukkan adanya peranan kemampuan self efficacy matematis antara kelas konvensional dan kelas eksperimen dari kemampuan awal siswa. Hal ini menunjukan bahwa peranan pembelajaran matematika berbasis softwere Geogebra mampu meningkatkan self efficacy siswa dibandingkan pembelajaran tanpa menggunakan softwere Geogebra. AbstractThis article is the result of research related to the mathematical self efficacy of junior high school students in two classes. This study aims to determine the interaction between the application of Geogebra softwares-based worksheet learning on students 'mathematical self efficacy abilities in terms of students' initial mathematical abilities. Through the quasi-experimental method with the pre-post-test design, this study involved 72 middle school students. The results showed a difference in the average increase in mathematical self efficacy abilities in terms of initial mathematical abilities (KAM). The results of the study also showed the role of mathematical self efficacy abilities between conventional classes and experimental classes from students' initial abilities. This shows that the role of Geogebra software-based mathematics learning can improve students' self-efficacy compared to learning without using Geogebra software.


2021 ◽  
Vol 37 (2) ◽  
pp. 152-170
Author(s):  
Di Zou ◽  
Ruofei Zhang ◽  
Haoran Xie ◽  
Fu Lee Wang

Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students’ learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the game in collaborative, competitive and solo modes. Their IL knowledge was measured through a post-test after they completed the game and associated exercises. Their motivation, self-efficacy and flow experiences were evaluated through a questionnaire survey. The results indicated statistically significant effects of the gameplay modes on the students’ learning performance, motivation, self-efficacy and flow experiences. The solo mode was inferior to the other two in all four aspects. The collaborative mode significantly outperformed the competitive mode in terms of enhancing learning performance and flow experience, while the competitive mode was significantly better in terms of promoting self-efficacy. These two modes were similarly effective in the dimension of motivation. Based on the results, we suggest that students play games in the collaborative or competitive modes when conditions permit. We also advise teachers to provide students with rich opportunities for discussion, collaboration and interaction and believe that an appropriate competitive atmosphere is important.


2017 ◽  
Vol 1 (3) ◽  
pp. 206
Author(s):  
Shendi Kharisma Widiastuti

This study aimed to produce a product namely learning media in the form of flashcardon the theme of "Tempat Tinggalku" for elementary school students grade IV which suit for use and in accordance with the needs of students and to improve student learning outcomes. This type of research was research development (research and development). The initial product that has been created through the validation process is done by the learning media experts and subject matter experts. Furthermore, this product was tested to students through two stages namely, limited trials and extensive trials. The limited trial subjects consisted of 10 fourth graders of elementary school, and 36 students in extensive trials. Other data collected in this study was the response of teachers, students’ response and students’ learning outcomes after using flashcard media. The average result of students' written test on pretest was 51.86 while the post test was 87.28. This proves that there is significant increase of learning outcomes that was equal to 35,42. These results come from written tests before students used the media and after using the learning media. The average result of student learning outcomes increased after they participated in the learning activity by using flashcard media.


Author(s):  
Iga Vinaya Aginza ◽  
Maghfirotul Lathifah

 This study aims to determine the effectiveness of using the cynema therapy media in group guidance to increase student self-efficacy. This research approach is quantitative. This type of research uses the One Group Pre-Test Post-Test Design research design. This study consisted of the dependent variable, namely self-efficacy and the independent variable, namely group guidance services using cynema therapy media. The population in this study were high school and vocational high school students in RT 3 and 4 in Kepuh Kiriman village, from that population, 5 students were taken using a purposive sampling technique. The results of this study indicate that there is an increase in the average score of students' self-efficacy in Kepuh Kiriman village from the pre-test average score of 36.2 in the low category and the average score after the student was given treatment, the average post-test result was 66 high category. Thus, it proves that there is a significant influence on the use of cynema therapy media in group guidance to increase student self-efficacy.


Author(s):  
Paul Toprac

This chapter describes how to design a motivating educational game for middle school students using digital-game based learning techniques in a problem-based learning environment. Specifically, The Alien Rescue Game (TARG), a problem-based digital-game based learning program, is compared to commercial digital games to determine how to design a motivating educational game. Results showed that students believed that their interest in learning science was influenced by their self-efficacy, attainment value, intrinsic value, utility value, cost perceptions, and knowledge. Furthermore, these same influences affected players’ perceptions of and experience with commercial digital games. Thus, these motivational constructs should be considered when developing educational games, with self-efficacy, intrinsic value, knowledge, and cost being the most important based. Intrinsic motivation sources were found to be control, challenge, immersion, and socializing. Considerations and implications for the design of motivating digital game-based learning programs, recommendations, and future research directions are presented.


2020 ◽  
Vol 3 (1) ◽  
pp. 75-84
Author(s):  
Hilda Rakerda ◽  
Nur Arifah Drajati ◽  
Ngadiso Ngadiso

Posters are one of the school project artifacts that students could create to engage themselves in their knowledge building at school. Combine with WebQuest as the active learning instruction platform in an online learning, creating posters increase students’ engagement, build interest in topic learned, inspire higher-level independent thinking, and motivate student on their personal learning experiences. The aim of this study was to investigate student-created poster as an active learning approach in an online environment using WebQuest to inform instructional practices of student-created poster. This study used a case study method to explore the phenomenon occurred during the elective English course in the first grade of senior high school at Indonesia. Data analyzed in this study included 21 high school students, students’ posters and the classroom observation done in 5 weeks.  The finding of this qualitative study revealed that student-created poster utilizing WebQuest as the instructional learning method was an active learning activity that improve students perception of self-efficacy in comprehend the reading text and write the information in poster and evidence of student engagement of behavioral, affective and cognitive domains. Themes derived from the perception of the participants included: perceived self-efficacy, the novelty or usefulness of creating a poster, and the technical and content knowledge. Student-created poster as an active approach using WebQuest can be included in the context of High School English learning to enhance the English skills of students and foster integrative skills of the 21st century. Practical implications for teachers when designing poster assignments created by students using WebQuest include (a) following a model for the development of posters; (b) providing extra time for content acquisition and revisions; and (c) incorporating group evaluation.


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