Can games and task projects improve teacher's digital pedagogic in senior high school? Preparing sustainability education during COVID-19 pandemic
The purpose of this study is to determine the effect of teacher digital pedagogic training with a game-based learning approach combined with gamification and blended project-based learning-assisted gamification. The design of the study was quasi-experimental that analyzed using paired t-test. The te...
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Format: | Buchkapitel |
Sprache: | eng |
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Zusammenfassung: | The purpose of this study is to determine the effect of teacher digital pedagogic training with a game-based learning approach combined with gamification and blended project-based learning-assisted gamification. The design of the study was quasi-experimental that analyzed using paired t-test. The test was used to determine the significance before or after the given treatment. Subjects in this study were 40 teachers from Senior High School 1 Kepanjen Malang, Indonesia. The results showed that there was a significant effect (Sig |
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DOI: | 10.1201/9781003290865-18 |