The Differences between Problem-Based and Drill and Practice Games on Motivations to Learn

Author(s):  
Menno Deen ◽  
Antoine van den Beemt ◽  
Ben Schouten

Two trends can be witnessed in educational game design: Problem-Based Learning and Drill & Practice Training approach. The general assumption appears to favor Problem-Based approach above Drill & Practice, in regard to players' motivation. However, the differences between the approaches are seldom studied. The authors examined the motivational impact of one game consisting of a Problem-Based-, and a Drill & Practice learning mode. The first presents players with an ill-defined problem and offers various solutions to a challenge. In the Drill & Practice mode, there is only one correct answer. Secondary school students played the game and completed a pre- and post-test questionnaire about their experienced regulatory style for studying mathematics. Results suggest that the Problem-Based mode may decline the experience of feeling controlled by others to engage in mathematics learning. In comparison, players of the Drill & Practice mode reported increased intrinsic motivations towards mathematics.

2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


2016 ◽  
Vol 6 (3) ◽  
pp. 18-33 ◽  
Author(s):  
Marilyn Ault ◽  
Jana Craig-Hare ◽  
Bruce Frey

Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between challenging tasks, is the subject of this analysis. The effect of two conditions on 72 ninth grade students' performance was analyzed: game play with a competitive racing component (Race) and game play without a competitive racing component (No-Race). A counterbalanced design was used with two randomly assigned groups playing the game using two different science scenarios. When students played with a racing component interspersed between challenging tasks they completed the tasks more quickly and accurately than when they did not experience the racing component. These findings are discussed in terms of game design and the use of game features not related to academic content.


Author(s):  
Andy Rachman ◽  
Mochamad Yuliadi Purwanto ◽  
Hendro Nugroho

Indonesia is one of the developing countries with the world's most abundant fruit and vegetable production. Indonesia is supported by geographical conditions that have two seasons, namely summer and rainy season. This condition causes fruits and vegetables to flourish in Indonesia. Fruit is a healthy food source for humans. Fruit is very beneficial for humans and contains lots of vitamins. The introduction of fruit benefits must be started early on from children. From the results of the pre-test, it found that there were still 32% of elementary school students who knew of the vitamins contained in the fruit. To overcome this, researchers made an educational game application for the introduction of fruit and vitamins based on Android. From the results of the post-test, 72% of students understood the type of vitamin on the fruit. From the results of this post-test, the application developed can help improve children's abilities by 39% from the prior state. In terms of application usability, get an average rating of 82%. Appraisal of application the five factors: understandability, learnability, operability, attractiveness, and usability compliance with the percentage values of 81%, 77%, 76%, 84%, and 93% respectively.


2017 ◽  
Vol 6 (1) ◽  
Author(s):  
F. Adnan ◽  
B. Prasetyo ◽  
N. Nuriman

<p>Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.</p>


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.


2019 ◽  
Vol 2 (2) ◽  
pp. 143-150
Author(s):  
Ryky Mandar Sary ◽  
Ristiana Ristiana

Mathematics learning is a teaching and learning process that is built by teachers to develop students’s thinking creativity in constructing the procedural knowledge for mathematics. The research aims to determine the increase in students' procedural knowledge of the implementation of Gasing mathematical methods on around and the wide flatness, the subject matter of fourth grade students. This study used quantitative research. The study took a sample of a class of 39 students of SDN Plamongansari 01 Semarang. This type of research uses pre-experiment design with the pretest-posttest one group research design. The data obtained were analyzed statistically using the t-test. The test results show that Ho is rejected at the 5% confidence level, or there is a difference between student scores on pre-test and post-test. It means that the implementation of the mathematical method can improve the procedural knowledge of fourth grade of Elementary School students on the subject matter of circumference and area of planes.


2017 ◽  
Vol 6 (2) ◽  
pp. 149 ◽  
Author(s):  
Anggita Maharani ◽  
Laelasari Laelasari

This study aims to expose the interactions that occur in the process of mathematics learning and describe a method of learning motivation and logical mathematical thinking of students in classes. The method used in this research was a quasi-experimental design group post-test. In its implementation, this study uses a class experiment. Qualitative data are obtained in the form of motivational learning scale, whereas the quantitative data in the form of logical thinking ability score using normalized gain. The results showed the existence of a positive interaction during learning. However, learning motivation of students didn’t show a significant improvement. While the logical thinking ability of students after learning of mathematics using the strategy of SPICES with PBL method is in the category is fair. In its implementation, the strategy of SPICES needed support some teachers from several fields of science.


2019 ◽  
Vol 8 (2) ◽  
pp. 101-112
Author(s):  
Yulia Yulia ◽  
Neni Marlina BR Purba ◽  
Januardi Nasir

One technology that is developing very rapidly now is information technology and mobile communication (mobile). Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so forth. But unfortunately mathematics is considered a difficult subject to understand and is considered terrible by some students who do not like the subject. Like what happened at 004 Batu Aji State Elementary School in Batam. In addition, learning techniques are a bit rigid, because they only come from textbooks. Therefore an educational game was made by incorporating elements of mathematics learning in it to make it look interesting and increase the interest of elementary school students. Indicator variables used are addition, subtraction, multiplication, and division. The purpose of this study is to apply and develop mathematics learning media in the form of an android-based educational game in the hope that it can improve the ability to count quickly, add insight and memory to students.


2019 ◽  
Vol 6 (6) ◽  
pp. 617
Author(s):  
Risqi Ervera Nur Arifah ◽  
Sukirman Sukirman ◽  
Sujalwo Sujalwo

<p class="Judul2">Matematika merupakan mata pelajaran yang perlu diperkenalkan sejak Sekolah Dasar (SD). Berdasarkan observasi di SD Negeri Nayu 77 Surakarta khususnya kelas 1, kebanyakan siswa masih menganggap bahwa mata pelajaran Matematika dianggap sulit sehingga kurang diminati. Salah satu penyebabnya adalah metode pembelajaran yang diterapkan masih menggunakan media berupa buku sebagai pedoman. Untuk itu, media pembelajaran yang menyenangkan perlu digunakan, misalnya menggunakan <em>game</em>. Penelitian ini bertujuan untuk mengembangkan game edukasi bernama “Bilomatika”, yaitu game edukasi yang memuat materi Bilangan untuk siswa kelas 1 SD sehingga dapat digunakan sebagai media dalam kegiatan pembelajaran. Metode yang dipakai dalam penelitian ini yaitu <em>Research and Development</em> (R&amp;D) dengan model pengembangan <em>Waterfall</em>. Teknik pengumpulan data dilakukan melalui obeservasi, angket dan wawancara mendalam. Teknik analisis data dilakukan dengan metode statistik deskriptif. Validasi aplikasi <em>game</em> edukasi dilakukan oleh dua ahli media dan ahli materi yang kompeten di bidangnya dengan persentase nilai sebesar 80,5% dan 85,2%, sehingga masuk dalam kategori sangat layak. Berdasarkan <em>pre-test</em> dan <em>post-test</em> sebelum dan sesudah memainkan <em>game</em> Bilomatika yang dilakukan terhadap 25 siswa SD N 77 Nayu Surakarta, diperoleh nilai uji normalitas <em>N-Gain</em> dengan peningkatan rata-rata sebesar g=0,72. Dengan demikian, dapat disimpulkan bahwa aplikasi <em>game</em> edukasi Bilomatika ini layak dan efektif untuk digunakan sebagai salah satu alternatif media pembelajaran di kelas 1 SD.</p><p><strong>Abstract</strong></p><p class="Judul2"><em>Mathematics is a subject that needs to be introduced since elementary school (SD). Based on observations in SD Negeri Nayu 77 Surakarta, especially first grade, most of the students still consider that Mathematics is difficult subject, so that they are less interested. One reason is that the learning method applied still uses books as a guidance. For this reason, fun learning media needs to be used, for example using games. This study aims to develop an educational game called "Bilomatika", an educational game that contains material of Numbers for first grade of elementary students, so that it can be used as a medium in learning activities. The method used in this study is Research and Development (R &amp; D) with a model of Waterfall. Data collection techniques were carried out through observation, questionnaires and in-depth interviews. The data was analyzed by descriptive statistical method. Validation of the educational game application is carried out by two media experts and material experts who are competent in the fields with a percentage value of 80.5% and 85.2%, so that it falls into the very feasible category. Based on the pre-test and post-test before and after playing the Bilomatika game conducted on 25 elementary school students of SD Nayu Nayu 77 Surakarta, N-Gain normality test scores were obtained with an increase in average of g = 0.72. Thus, it can be concluded that the Bilomatika educational game application is feasible and effective to be used as an alternative learning media in the first grade of elementary school.</em></p><p><strong><br /></strong></p>


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