THE INFLUENCE OF COMPETENCES ON LEARNING OUTCOMES: A COMPARISON BETWEEN FACE-TO-FACE AND ONLINE BUSINESS SIMULATION GAME

Author(s):  
Ana Beatriz Hernández-Lara ◽  
Enric Serradell-López ◽  
Àngels Fitó-Bertran
Author(s):  
Jorge Matute-Vallejo ◽  
Iguácel Melero-Polo

This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students’ personal innovativeness in the technology field was analysed. The framework was empirically tested applying partial least squares to a sample of 266 students. Results reveal that perceived enjoyment is a key variable in explaining students’ perceived ease of use, usefulness and attitudes towards the simulation. Perceived ease of use is not significantly related to flow experience. However, this relationship is moderated by personal innovativeness. Indeed, results indicate that the higher the students’ personal innovativeness, the more attenuated the effect of perceived ease of use on the attitude towards the game and on flow experience. The study offers relevant insights for the pedagogical use of competitive digital technologies in university contexts.


2020 ◽  
Vol 9 (2) ◽  
pp. 248
Author(s):  
Delbert Goff ◽  
Jarrod Johnston ◽  
Bryan Bouboulis

As the number of online courses being offered at universities has increased dramatically over the past several years, the level of oversight has lagged and created an environment ripe for cheating. We find that students admit to higher levels of cheating in online classes and believe other students also cheat more relative to face-to-face classes. This is likely due to the lack of tools to combat online cheating and the lack of policy from universities. We know from previous studies that business colleges have a comparatively high level of cheating and the amount of cheating at universities has been rising. These trends threaten to create an unfair system where cheaters are rewarded with higher grades than non-cheaters, thereby encouraging otherwise honest students to cheat. This may result in declining and erratic knowledge among university graduates, diminishing the value of a university education.


2015 ◽  
Vol 38 (3) ◽  
pp. 553-586 ◽  
Author(s):  
Nicole Ziegler

The current study reports on a meta-analysis of the relative effectiveness of interaction in synchronous computer-mediated communication (SCMC) and face-to-face (FTF) contexts. The primary studies included in the analysis were journal articles and dissertations completed between 1990 and 2012 (k = 14). Results demonstrate that interaction in SCMC and FTF had a significant impact on second language (L2) development, providing further support for previous research demonstrating the efficacy of interaction in both communication modes (e.g., Mackey & Goo, 2007; Pellettieri, 2000; Smith, 2004, 2005). There was also a small advantage for interaction in SCMC on measures of overall L2 learning outcomes, with additional analyses indicating a small advantage for SCMC interaction on productive and written measures and a small advantage for FTF interaction on receptive and oral learning outcomes. Interestingly, there were no significant differences between SCMC and FTF, suggesting the mode of communication has no statistically significant impact on the positive developmental benefits associated with interaction.


Author(s):  
S Salmiati ◽  
Yuhandri Yunus ◽  
S Sumijan

The Covid-19 pandemic has a major impact on the world of education. Government policies to implement Distance Learning (PJJ) have an impact on learning in schools. Increasing ICT competence is needed to support the smooth running of PJJ. One of them is through ICT guidance activities during the Covid-19 Pandemic. SMP Negeri 1 Lengayang carried out online and face-to-face ICT guidance activities during the Covid-19 Pandemic. However, student learning outcomes in online and face-to-face learning have not shown maximum results. Various obstacles arise that affect student learning outcomes. Teachers have difficulty measuring the level of students' understanding of ICT guidance. Predicting the level of understanding of students is important as a measure of learning success during the Covid-19 Pandemic. This study aims to predict the level of understanding of students in online and face-to-face learning during the Covid-19 period, so that it can also help schools to take the right policies to improve the quality of learning for the future. This study uses the Backpropagation method of Artificial Neural Network (ANN). ANN is a part of artificial intelligence that can be used to predict. The data that is managed is a recap of the value of student cognitive learning outcomes during ICT guidance in online and face-to-face learning during the Covid-19 Pandemic. The results of calculations using the Backpropagation method with the Matlab application produce a percentage value for the level of student understanding, so that the accuracy value in prediction is obtained. With the results of testing the predictive accuracy of the level of understanding online and face-to-face with the 3-10-1 pattern, the best accuracy value is 95%. The prediction results can measure the level of students' understanding of learning during the Covid 19 Pandemic towards ICT guidance.


1977 ◽  
Vol 5 (1_suppl) ◽  
pp. 18-27 ◽  
Author(s):  
Carolyn Chambers Clark

Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.


2020 ◽  
Vol 23 (1) ◽  
pp. 61
Author(s):  
Umi Kulsum

The study aims to determine the effectiveness of the use of Edmodo as a media study review of the learning outcomes; Knowing the learning independence relationship with learning outcomes and Knowing the influence of hybrid learning on learning independence and learning outcomes. This is experimental method with  Non-Equivalent  Control  Group Design,  consists of four groups of treatment with varied hybrid learning proportions,  each  50% (meaning  50%  learning hybrid learning and  50%  face to face), 60% (meaning  60%  of hybrid learning and  40%  face to face),  and  70% (meaning  70%  hybrid learning and  30%  face-to-face),  and one  group of others is a  conventional group (only face to face),  this group as a  control group. Data Collection with questionnaires for learning independence and knowledge tests to determine learning achievement. The  results  showed: (1)  the  use  of  Edmodo  was  effective  in  enhancing  the  results  of  a  larger  experimental  class  learning  compared  to  the  control  class  so  that  learning  became  Optimal, (2) a  significant  relationship  of learning independence learning  with  learning  outcomes,  significance  0.000, (3)  there  is  a  difference  of  influence  of  significant  variation  of  hybrid  learning  to learning independence and  learning  outcomes,  with  significance  0,037


2021 ◽  
Vol 4 (2) ◽  
pp. 46-52
Author(s):  
Dewi Handayani

The current covid-19 pandemic has an impact on Capita Selecta Chemistry lectures. The difficulty of face-to-face learning in class makes lecturers have to be able to find solutions to these problems. One of the solutions used is the application of the Project Based Learning (PjBL) model assisted by the WhatsApp Group (WAG) application and face-to-face through the zoom meeting application.This research is a research pre-experimental research with one-group pretest posttest design, experiments conducted in one class without a comparison class. The research was conducted at a State University in Bengkulu. With the research subjects as many as 24 students who took capita selecta Chemistry course. The instruments used in this study are learning outcomes tests and response questionnaires towards applications that used in learning. Data analysis techniques include average value, normality test, and hypothesis testing using the t-test using SPPS computer program for windows version 23. The results showed that there was an increase in student learning outcomes with the implementation of  PjBL model assisted by WhatsApp and Zoom applications with  pretest scores of 66.042, postest scores of 84.625 and the N-gain value data obtained was 0.547 in the moderate category. Student’s response toward the use of  WAG and Zoom Meeting applications was very positive. As many as 91.67% of students considered that WAG application was a very practical application and it was easily accessible to students, especially access to learning materials. The use of zoom meeting according to 70% of students is also very interactive and can replace face-to-face meetings. Keywords: PjBL Model, WhatsApp, Zoom Meeting, Learning Outcomes, Capita Selecta                                                               


2019 ◽  
Vol 4 (2) ◽  
pp. 111-116
Author(s):  
Sukardi Sukardi ◽  
Muhammad Hudan Rahmat

One of the effort to overcome the ineffectiveness of face-to-face learning is to extend the interaction outside the classroom framework. In this case, advances in information technology can be utilized. The use of technology that functions like classroom face-to-face is through online learning. This study aims to find out: (1) student perceptions of online learning (a Moodle platform); and (2) the effect of student perceptions of online learning on the learning outcomes of Vocational Theory course. The research object was 117 students. The data analysis being used were descriptive statistics and Kendall's tau. The results of the study indicate that online learning is an excellent medium to complement face-to-face learning. The contribution of the perception of learning outcomes found in this study is only 1.70%. It can be said that 98.0% of learning outcomes are determined by other factorsUpaya yang dapat dilakukan untuk mengatasi masalah ketidak efektifan pembelajaran tatap muka adalah dengan membuat ekstensi berinteraksi di luar kelas. Dalam hal ini, kemajuan teknologi informasi dapat dimanfaatkan. Penggunaan teknologi informasi yang memiliki fungsi seperti layaknya tatap muka dalam kelas tersedia melalui pembelajaran online. Penelitian ini bertujuan untuk mengetahui: (1) persepsi mahasiswa terhadap pembelajaran online (plat form Moodle); dan (2) pengaruh persepsi mahasiswa pada pembelajaran online terhadap hasil belajar Teori Kejuruan. Objek penelitian berjumlah 117 orang mahasiswa. Teknik analisis data menggunakan statistik deskriptif dan Kendall's tau. Hasil penelitian menunjukkan bahwa pembelajaran online merupakan media yang sangat baik untuk melengkapi pembelajaran tatap muka. Besarnya nilai kontribusi persepsi terhadap hasil belajar yang ditemukan dalam penelitian ini hanya 1,70%, atau 98,30% hasil belajar ditentukan oleh faktor lain.


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