Effects of Computer-Based Role-Playing on Decision Making Skills

1997 ◽  
Vol 17 (2) ◽  
pp. 147-164 ◽  
Author(s):  
Holly A. Taylor ◽  
Carl E. Renshaw ◽  
Michael D. Jensen

The development of higher-order cognitive skills such as decision making is a critical component of science education. Two studies assess decisionmaking skills using common cognitive errors and evaluate the impact of computer-based laboratories on the development of these skills. The first establishes the prevalence of cognitive errors among high school students, undergraduates, and Earth Science professionals. The second examines the role of computer-aided instruction in the Earth Science domain on subsequent decision making. High school students took part in either a computer or equivalent paper-and-pencil role-playing exercise requiring students to evaluate the possible eruption of a volcano. Students who used the computer exercise made more consistent decisions than those who used the traditional paper-and-pencil exercise, suggesting that well designed computer-based laboratories can positively impact higher-order cognitive skills.

2020 ◽  
pp. 089484531989093
Author(s):  
Eric Adrian Garcia ◽  
Ellen Hawley McWhirter ◽  
Christina Cendejas

The aim of this study was to examine the effects of Career Information System (CIS) on ninth-grade student’s vocational skills self-efficacy, outcome expectations, work hope, and career decision-making difficulties. CIS is a computer-based career intervention designed to help users become more knowledgeable about themselves and occupational options with career planning support. At the midpoint of fall semester, intervention participants ( n = 194) were assessed before and after a CIS intervention administered during their health class, while ninth-grade students who were not in the health class ( n = 191) served as a nonrandomized control group. Relative to control participants, intervention participants had higher work hope and lower career decision-making difficulties associated with inconsistent information and lack of information. The effects of the intervention did not vary as a function of gender or socioeconomic status. Findings contribute to the scant literature assessing the effects of computer-based career interventions for high school students.


2017 ◽  
Vol 54 (3) ◽  
pp. 396-411 ◽  
Author(s):  
Felix Donovan

In the Australian education system, there are substantial class inequalities in educational outcomes and transitions. These inequalities persist despite increased choice and individual opportunity for young people. This article explores high school students’ experiences of class in a social context they largely believe to be a meritocracy. Specifically, it asks: how does class shape young people’s thinking and decision-making about their post-school futures? I use Bourdieu’s ‘habitus’ as a frame to understand the role of class in young people’s lives, stressing its generative and heterogeneous aspects. Drawing on qualitative-led mixed methods research, this article argues that young people have internalised the ‘doxa’ of meritocracy, agency and ambition, conceiving of themselves as individual agents in this context. However, risk and security, opportunities and constraints, are not distributed equally in a class-stratified society. Young people from working-class backgrounds more commonly imagine insecure, uncertain futures.


2021 ◽  
Vol 2 (2) ◽  
pp. 63-72
Author(s):  
Bambang Hariadi ◽  
M. J. Dewiyani Sunarto ◽  
Tri Sagirani ◽  
Tan Amelia ◽  
Julianto Lemantara ◽  
...  

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa SMA berbasis Higher Order Thinking Skill (HOTS) melalui pembudayaan belajar dengan pendekatan blended learning dengan menerapkan model Blended Web Mobile Learning (BWML) dan aplikasi MoLearn. Penelitian ini merupakan penelitian pengembangan yang mengacu pada Generic Design Research Model (GDRM) dari Plomp dan Nieveen. Untuk pengembangan aplikasi MoLearn metode System Development Life Cycle (SDLC) model waterfall digunakan dalam penelitian ini. Penelitian ini meibatkan 205 siswa sebagai subjek penelitiaan. Data penelitian dikumpulkan menggunakan instrument lembar validasi model, angket resposn siswa, dan tes HOTs siswa. Penelitian dianalisis secara deskriptif menggunakan persamaan reliabilitas dan n-gain. Hasil penelitian menunjukkan bahwa (1) model BWML dengan aplikasi MoLearn dinyatakan valid dan reliable berdasarkan tinjauan content dan isi, selain itu, berdasarkan hasil respon 205 siswa terhadap pembelajaran model BWML dengan aplikasi MoLearn, 83% siswa dinyatakan antusias mengikuti pembelajaran; dan (2) peningkatan HOTs siswa dinyatakan meningkat (rerata n-gain= 0,46) dengan kategori sedang. Hasil penelitian ini menyimpulkan bahwa model Blended Web Mobile Learning (BWML) dengan aplikasi MoLearn valid, praktis, dan efektif untuk meningkatkan keterampilan berpikir tingkat tinggi siswa SMA. The Development of the Blended Web Mobile Learning Model with the MoLearn Application to Improve High School Students’ Higher Order Thinking Skills Abstract This study aims to improve the learning outcomes of high school students based on Higher Order Thinking Skills (HOTS) through the culture of learning with a blended learning approach by applying the Blended Web Mobile Learning (BWML) model and the MoLearn application. This research is a development research that refers to the Generic Design Research Model (GDRM) from Plomp and Nieveen. For the development of the MoLearn application, the Waterfall Model System Development Life Cycle (SDLC) method was used in this study. This study involved 205 students as research subjects. The research data were collected using a model validation sheet instrument, student response questionnaires, and student HOTs tests. The research was analyzed descriptively using the reliability equation and n-gain. The results showed that (1) the BWML model with the MoLearn application was declared valid and reliable based on the content and content review, in addition, based on the results of the responses of 205 students to the BWML model learning with the MoLearn application, 83% of the students were stated to be enthusiastic about participating in the learning; and (2) the increase in students' HOTs was stated to be increasing (mean n-gain = 0.46) in the medium category. The results of this study conclude that the Blended Web Mobile Learning (BWML) model with the MoLearn application is valid, practical, and effective for improving high school students’ higher order thinking skills.


2020 ◽  
Vol 8 (2) ◽  
pp. 299
Author(s):  
Azza Ismu Annisa ◽  
Mundilarto Mundilarto

This study aims to reveal (1) the construct and (2) the characteristics of the developed instrument for assessing Physics cognitive learning achievement of high school students in outdoor learning models through local wisdom-based fieldwork. This research was a research and development using the approach developed by Mardapi (2012: 110). The steps taken included (1) preparing instrument specifications, (2) writing the instrument, (3) reviewing the instrument, (4) doing instrument trial, (5) analyzing the instrument, (6) improving the instrument, assemble the test (8) implementing the test, and (9) interpreting measurement result. The results of the study showed that the  Instrument of cognitive skills consisted of 50 items with two-tier multiple choices focused on indicators of cognitive skills. The instrument was categorized fit the PCM 1PL and the difficulty level of the items ranges from -1,00 to 1,22 which means the items were in a good category. The reliability of the items was 0,89 for the ability ranging from -2 to 2 with standard error measurement 0,23, which means it was in a very high category.


2020 ◽  
Vol 2 (2) ◽  
pp. 176-191
Author(s):  
Benny Anggara

The need for developing students' higher order thinking skills is the main indicator in the application of HOTS-based questions in high school mathematics learning. The results of the implementation have not shown satisfactory results. The high level thinking ability of students in Indonesia in Mathematics is still very low. Therefore, a HOTS-based diagnostic test is needed which is able to detect the mathematical misconceptions of high school students as the aim of this study. Based on the research objectives, the method of this study is a qualitative method with research design using the Plomp model research design. The subjects of this study were several students and teachers at a school in Cirebon Regency. The results showed that four HOTS questions could be developed based on three aspects, namely, arithmetic, algebra, and geometry. The problem was developed to detect three forms of misconception, namely, theoretical, classification, and correlational misconceptions. The four questions that have been developed were assessed through the readability test of students and teachers, and CVR and CVI tests were carried out on eight mathematics teachers with valid results. Based on these results it can be concluded that the HOTS questions developed can be implemented for students to detect forms of mathematical misconceptions of high school students. 


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