scholarly journals Integrating The Arcs Motivational Elements Into An On-Line Game-Based Learning Application: Does The Application Enhance Students’ Motivation In Learning Programming?

Conventional classroom teaching and learning of programming tends to be didactic, which is usually tends to be monotonous and less interesting. In learning programming – a subject that is deemed extremely challenging to master – such a situation can have a serious repercussion in that students can easily become unmotivated and demoralized to learn. As such, students need to use relevant learning tools that can stimulate and motivate them to learn such a course. Of late, many researchers have started using online game-based learning (GBL) tools to improve students’ motivation and performance. Invariably, most of the studies mainly focused on GBL tools to move avatars. As such, this study focuses on programming as the activities in such a game. In this study, the researchers used the prototyping model to develop an online GBL application called Prog-GBL by integrating the elements of mastery learning approach and ARCS model to help motivate students in learning programming. The evaluation of the Prog-GBL was carried out through a survey involving 30 students from one public university in Perak, Malaysia. The research findings showed that the use of such an online learning tool helped improve students’ motivation in learning programming. More revealingly, the four elements of ARCS, namely attention, relevance, confidence, and satisfaction were highly rated by the students, suggesting that the use of Prog-GBL can motivate students to learn the subject matter.

2021 ◽  
Vol 2 (1) ◽  
pp. 35-44
Author(s):  
Nurul Hidayati ◽  
Elly Yustina ◽  
Sri Hendra Suryani ◽  
Juli Eka Nugraheni

The success of a teaching process cannot be separated from the learning tools used, one of the requirements is that the learning tools must be valid. The success of a teaching process is measured by the extent to which students can master the subject matter presented by the teacher. A learning model is needed that can make it easier to develop critical thinking skills so that a truly valid learning tool is obtained to measure the potential and skills that exist in students. Among the learning models that emphasize the process of seeking and finding is the inquiry model. This study aims to prepare in measuring critical thinking skills of Madrasah Tsanawiyah students. The Learning Toolkit has been validated by 3 experts and will then be averaged to find the final score. The values obtained will be entered into the validation criteria table based on the validation criteria table and the results are that the tools made are very valid and can be used in the teaching and learning process because previously the tools made have been revised several times. Keywords: validity, learning tools, critical thinking skills AbstrakKeberhasilan suatu proses pengajaran tidak terlepas dari perangkat pembelajaran yang digunakan, salah satu persyaratan adalah perangkat pembelajaran harus valid. Keberhasilan suatu proses pengajaran diukur dari sejauh mana siswa dapat menguasai materi pelajaran yang disampaikan guru. Diperlukan suatu model pembelajaran yang dapat memudahkan dalam mengembangkan perangkat keterampilan berpikir kritis sehingga didapatkan suatu perangkat pembelajaran yang benar-benar valid untuk mengukur potensi dan keterampilan yang ada pada diri siswa. Diantara model pembelajaran yang menekankan kepada proses mencari dan menemukan adalah model inkuiri. Penelitian ini bertujuan untuk mempersiapkan dalam mengukur keterampilan berpikir kritis siswa Madrasasah Tsanawiyah. Perangkat Pembelajaran sudah divalidasi oleh 3 orang ahli kemudian akan dirata-ratakan untuk mencari nilai akhir. Nilai yang didapat akan dimasukkan ke dalam tabel kriteria validasi diberdasarkan tabel kriteria validasi dan hasilnya perangkat yang dibuat termasuk sangat valid dan dapat digunakan dalam proses belajar mengajar karena sebelumnya perangkat yang dibuat sudah dilakukan beberapa kali revisi.  Kata kunci: kevalidan, perangkat pembelajaran, keterampilan berpikir kritis


Author(s):  
Diane Jass Ketelhut ◽  
Pamela Whitehouse ◽  
Chris Dede

With the availability of Internet and digital technologies, many universities are integrating new interactive media into course curricula, both to enhance conventional classroom-based learning and to enable remote students to overcome barriers of time and distance. Although the focus of computer-mediated communication in teaching and learning has traditionally been on distance education—delivering courses to students in remote locations—colleges are increasingly using interactive media to enhance on-campus courses, with positive outcomes. “Distributed learning” describes educational experiences that combine face-to-face teaching with synchronous and asynchronous mediated interaction (Dede, Brown-L’Bahy, Ketelhut, & Whitehouse, 2004). This instructional strategy distributes learning across a variety of geographic settings, across time, and across various interactive media. This study extends prior research findings on the design and educational outcomes of a Harvard Graduate School of Education course, Learning Media that Bridge Distance and Time, as a prototypical distributed learning experience.


Author(s):  
Siti Faridah Omar

Reading is one of the basic skills needed to be enhance at the primary school level. Early research shows that pupils lack the interest in reading and this affected their ability to grasp vocab and understanding. Thus, Pintar Baca cards were introduced to help increase interest and level up pupils’ ability to understand the texts read. The Pintar Baca cards comprises of teaching and learning tools published by the Malay Language Centre of Singapore. These resources were designed to help primary school pupils improve their language mastery through reading. These cards were developed for Primary 2 to 4 and consists of 12 stories on the names of origins of places of Singapore. It is hoped that through these historical stories, we are able to instil interest and strengthen pupils’ knowledge on the historical background of some places in Singapore in a simpler and more interesting way. In addition, each story comes with a set of comprehension questions which can develop pupils’ understanding on the reading materials. A trialling session was done at 9 primary schools involving around 189 pupils. A thinking routine strategy were applied in the teaching and learning during the trialling sessions to support the use of the Pintar Baca cards. Research findings showed an increase in reading interest amongst pupils. In addition, the application of the thinking routines has helped improve pupils’ understanding of the contents of the stories and their language mastery.


Author(s):  
Habibah Ab Jalil ◽  
Nurul Amelina Nasharuddin ◽  
Erzam Marlisah ◽  
Ahmad Iqmer Nashriq Mohd Nazan ◽  
Ismi Arif Ismail ◽  
...  

Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically associated with playing games provides for a deeper learning experience and allows the individual to connect various concepts, skills, and knowledge, as well as sparking creativity. This paper builds upon previous studies of enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming. Drawing on Miles’ taxonomy, the review further set out to identify and bridge gaps in our theoretical understanding of enjoyment. Three theories were found to be particularly relevant for explaining the concept of enjoyment in relation to health-based gaming: self-determination theory, flow theory, and uses and gratification theory.


2021 ◽  
Vol 13 (1) ◽  
pp. 16-31
Author(s):  
Helmi Kamal

Online game is suggested as a medium that can encourage learners' acquisition of Arabic vocabulary. This research aimed to find out the learners’ vocabulary achievement before applying online game to the learners and to describe the usage of online game in improving learners’ vocabulary achievement effectively. This research used Classroom Action Research. There were 30 learners involved. Teaching processes consisted of two-cycle. Interviews, observation, tests, and documentation were the instruments of this research. The results of the tests were analyzed by using SPSS 20; the results of the interview and observation were analyzed qualitatively. The author found that online game improves learners’ vocabulary. The average score in cycle I was better than the average score in cycle II. The Pretest results in cycle I showed the greatest score obtained by the learners was 76. While in the Post test of the cycle I, the greatest score obtained by the learner was 90. Whereas in cycle II, the greatest score obtained by the learners was 100. Based on the observation, the learners were more excited on studying and focus on finishing their task; the learners could understand well the subject was given, and the learners were more enthusiastic in memorizing vocabulary. The author had successfully provided a new experience for learners who always learn conventionally by involving into the appealing and interactive online game-based learning atmosphere. The author hoped this research could be guidance for the effectuality of the next Arabic language learning through the online game in the class.


2012 ◽  
Vol 1 (2) ◽  
Author(s):  
Haratua Tiur Maria

The aim of this research is to increase the concepts understanding and the student's competences to measure through the application of contextual teaching and learning models. The subject of this research was abut 40 the first level student's of SLTPN 1 Pontianak. The typed of this research was Classrom Action Research (CAR) by two cycles. The aim of the cycle was Contextual Teaching and Learning that focused about base units and derived' units. Through this research, it will found the information about comprehension profile and student's competences related to the measurement. The achievement of the claasroom action research's cycles was the mastery learning of 70% student that can be done the test minimal 65%. In collecting data the measurement test is done writtenly and performance test. The instruments that used in this research are the concepts understanding and performance test, observation guidance and also the field notes. From the research result, it shown that the qualities of students' concept understanding and competences about measurement are increases. The students' concepts understanding can increase from the average 49,25% to 78,75%, and the students' competence about measurement increase too from the average 42,19% to 77,81%. The result study that analyzed by Mc'Nemar test is showing the differences significantly between the result of pretest and posttest to conceptual understanding. Therefore, in general, the application of contextual teaching and learning multimodel can increase the the students' result study significantly.Key word : Multimodel Teaching, Competences, The Contextual Aproach.


2021 ◽  
Vol 9 (3A) ◽  
Author(s):  
Mohammed Yahya Alghamdi ◽  
◽  
Younis A. Younis ◽  

In higher education, teaching cybersecurity concepts to students such as encryption-based security protocols is a challenging task, but it is fundamental for personal and national security. One of the reasons for this is related to the inadequate mathematical knowledge of students, which limits their understanding of the cryptographic algorithms underlying the protocols. Therefore, higher education institutions are seeking out engaging and effective strategies for developing students’ skills in this area. The aim of this research is to explore the use and potential effectiveness of game-based learning to assist in the teaching and learning of cybersecurity concepts in higher education. It contributes to the literature by raising public interest in cybersecurity and helping learners to understand suitable and safe behaviors online. It also offers a systematic overview of game-based learning tools that have been used in previous studies to improve students’ understanding of cryptographic algorithms. This research also presents a framework for the effective teaching of cryptography in higher education, relying on animation and gamification.


2021 ◽  
Vol 1 (2) ◽  
pp. 10-17
Author(s):  
Meliana Wulandari Meliana Wulandari ◽  
Mujiyem Sapti ◽  
Rintis Rizkia Pangestika

This research is entitled to describe the mathematics online learning for grades IV of Muhammadiyah Islamic Elemetary School of Krendetan. This research requires some sources such as the school principal, the classroom teachers, and the student guardians. The research design uses qualitative research design. The study collects data by using direct research, data from sources, and real evidence. The instruments in this study included: observation sheets, interview guides, and documentation checklists. The results of this study indicate that (1) there is a principal's policy in mathematics online learning for grade IV of Muhammadiyah Islamic Elemetary School of Krendetan. He has an important policy in implementing Mathematics online learning. The school principal conducts some socializations to the school association, the principal and the curriculum team to arrange learning tools such as lesson plans, syllabus, annual program, and semester program. (2) There is a role of the teacher in implementing mathematics online learning. The teacher’s role is like preparing learning tools such as lesson plans, syllabus, annual program, and semester program. The teaching and learning process starts from 07.00 a.m to 12.00 a.m. the stes are first, filling out forums for student absences and the teacher provides learning videos that contain materials and assignments that students must do. After completing the assignment, the students can collect but the teacher also provides a collection limit which is until 21.00 a,m. The assignment is given by the teacher by knowing the ability of students to solve problems according to how it works. (3) There is a role of the student’s guardian in implementing mathematics online learning. The implementation of mathematics online learning for grade IV is carried out from 07.00 a.m to 12.00 a.m by filling in the student attedance list and the teacher send the subject matter in the form of a video to be listened. After listening, the students then do the assignments given by the teacher. After completing the assignmnet, the students send assignments along with photos of students while studying.


2022 ◽  
Vol 1 ◽  
pp. 01005
Author(s):  
Aleksandr P. Polishchuk

One of the ways to increase the efficiency of computer support of the educational process is to provide the subject teacher with a simple and easy-to-use interactive instrumental and executive system with a set of educational materials and test tasks for testing knowledge. The presence of two subsystems - the subsystem of learning and the subsystem of testing and performance accounting allows the teacher to solve the problem of simultaneous questioning in the classroom. The student, in turn, gets the opportunity to re-test independently to correct his unsatisfactory grades on certain topics already covered. Pedagogical experience shows that there were many such systems; most of them were focused on learning programming. Today, almost all training systems created in the 1960s, except PLATO (Programmed Logic for Automated Teaching Operations), have no practical significance. In their didactic capabilities, they differed little from the systems that used the simplest technical learning tools and provided a rigid, virtually excluding dialogue determination of student activity. However, it was the first developments that stimulated interest in computer learning, and the development of hardware and software for personal computers led to greater opportunities for their use in learning.


enadakultura ◽  
2021 ◽  
Author(s):  
Ekaterine Topuria

The article under the headline On-line Studies of ESL at Pandemic, concerns the modern theory of connectivism by George Simens in the pandemic for teaching and learning English as a second language. As the changing world and learning circumstances show the era for fundamental knowledge has come to an end. The informal way for getting information on the issue rather than the knowledge appears to be more important. In the era of information not the existing knowledge matters as the ways for getting the information on the certain topic even then when you know nothing of the issue. The on-line world and technologies give a wonderful possibility for gaining the info from those who already are aware of the matter via the chat or comment on blogs or online articles. The need of informal ways of teaching and getting the information have become serious outcome for mastering the English in an authentic atmosphere and get the very recent information on the topic. Thus, to pass asynchronous way the subject enables the student not only to get the grade but the information with less effort on the issue and make his own English internet community.


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