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Effect of gamification applications on success of dentistry students
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作者 Hatice Ahsen Deniz Elif Polat Balkan +1 位作者 Burak İncebeyaz Kıvanç Kamburoğlu 《World Journal of Methodology》 2025年第1期80-87,共8页
BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of... BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of 4th-and 5th-grade dentistry students increases when using the gamification applications Kahoot!and Mentimeter.METHODS An experimental design was used to measure the effect of gamification applications on students who were taught using the traditional method.For this purpose,Mentimeter and Kahoot!applications were used in this experimental study.Three groups of 4th-and 5th-grade students were formed:Mentimeter,Kahoot!,and control groups.The effect of gamification applications on achievement was evaluated by administering a post-test to these groups after the instructional process.One-way analysis of variance and t-tests were used for statistical analyses.RESULTS A total of 35.5%of the students were in the Mentimeter group,29.8%in the Kahoot!group,and 34.6%in the control group.Of the total number of students,54.8%were female and 45.2%were male,while 52.2%were 5th-grade students and 47.8%were 4th-grade students.The overall grade point average was found to be 66.65(range,24-100).There was a statistically significant difference in average success scores between students of different groups(P=0.003<0.05)and grades(P=0.036<0.05).The average success score was the highest in the Mentimeter group(71.64)and the lowest in the Kahoot!group(62.15).In the control group,this score was 65.41.The average success score was higher for students in the 5thgrade(68.16)and for female students(68.84).CONCLUSION Gamification has a great potential in the education of dentomaxillofacial radiology students.Mentimeter outperformed both the Kahoot!and the traditional method in terms of average student success rates. 展开更多
关键词 GAMIFICATION mentimeter Kahoot! EDUCATION DENTISTRY
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随机通达教学法助力地理学科综合思维培养——以“沙漠化”为例 被引量:4
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作者 杜益 段玉山 周维国 《地理教学》 2021年第5期36-41,共6页
《普通高中地理课程标准(2017年版)》指出综合思维是地理学科核心素养之一,并要求要在真实、复杂的现实情境下对其进行培养。本文基于随机通达教学法,以"沙漠化"为例,利用Google Earth软件和Mentimeter网站进行实时交互,构建... 《普通高中地理课程标准(2017年版)》指出综合思维是地理学科核心素养之一,并要求要在真实、复杂的现实情境下对其进行培养。本文基于随机通达教学法,以"沙漠化"为例,利用Google Earth软件和Mentimeter网站进行实时交互,构建多媒体弹性超文本学习环境,通过呈现毛乌素沙地的真实情境,以其"产生—扩大—消失"这一变化轨迹为线索,三次从要素、时空、地方综合角度随机进入学习,不断补充、优化学生对于"沙漠化"的认知结构,试图探索基于随机通达教学法提高学生综合思维能力的路径。 展开更多
关键词 随机通达教学 综合思维 沙漠化 Google Earth mentimeter
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