Many researchers have attempted to utilize gamification to increase student engagement, motivation and achievement in the classroom with varying degrees of accomplishment. This research attempts to review of existing literature on the subject as well as the implementation of gamification on Language course. It aims to get better understanding of how gamification can efficiently be used in education. This analysis reveals that the underlying fact that make games engaging are already utilized in pedagogical practices. There are two important recommendations from this research. First, use gamified learning scenario as an activity, to encourage students trying new things and avoiding fear to make a mistakes. Secondly, the gamification in education setting needs students to participate deliberately to ensure the gamification retains the game-like nature.
Ujian esai merupakan evaluasi pembelajaran dalam bentuk soal esai yang mempunyai jawaban lebih bervariasi dibandingkan soal pilihan ganda. Variasi jawaban tersebut memberikan kesulitan tersendiri bagi guru dalam menilai jawaban. Sistem penilaian esai dibangun untuk menjadi salah satu solusi yang dapat mempercepat dan mempermudah proses penilaian. Sistem penilaian esai pada penelitian ini dilakukan dengan mengukur kesamaan jawaban siswa dan kunci jawaban guru. Penelitian ini menggunakan algoritma winnowing. Algoritma winnowing adalah algoritma untuk mengukur kemiripan teks. Algoritma winnowing menghasilkan fingerprint yang akan mewakili teks jawaban pada perhitungan kemiripan dengan persamaan jaccard coeficient. Pengujian dilakukan untuk mengetahui kemampuan algoritma winnowing dalam memberikan penilaian esai dengan menggunakan perubahan nilai n-gram dan window dari algoritma winnowing. Hasil pengujian menunjukkan penggunaan nilai n-gram dan window pada metode winnowing berpengaruh pada kesamaan fingerprint yang ditemukan. Semakin banyak kesamaan fingerprint yang ditemukan, maka semakin tinggi nilai yang dihasilkan sistem. Akurasi penilaian sistem menunjukkan hasil yang lebih baik pada teks jawaban yang memiliki struktur kalimat jawaban yang sama dengan kunci jawaban.
IntroductionThe rapid development of information technology makes the data communication and information delivery technology most effective. Moreover, this development has considerable advantages in every field of life, especially in education sector. Qomaruddin [1] proposed that using e-learning has many advantages over conventional learning, such as: quick feedback to students, saving of time in marking, consistently in marking and improve monitoring in students. While there are numerous e-learning solutions available today, the differentiating factors are the innovative instructional design and custom content development process [2]. Furthermore, to establish learning and development theories in web based learning, the system design should able to recognize the individual learning requirements [3]. The system has to recognize the individual requirements for ergonomic reasons, or adaptations to learning styles for an easier introduction into a topic.In the context of e-learning, the adaptation is about creating a learner experience that purposely adjusts to various conditions over a period of time with the intention of increasing success for the effectiveness of e-learning application. The adaptation concept in e-learning application has been on the e-learning research agenda for well over three decades in different research topics such as intelligent tutoring systems [4], adaptive hypermedia [5][6][7] and Multiagent systems [8] often based upon an instructional design model or guidelines and concept understanding. Linawati [9] explain that the students wer satisfied with adaptive hypermedia courseware, their academic achievement were rise significantly and the dropout rate were diminished.Meanwhile, several studies have focused on the pedagogical aspect of e-learning systems over the past few years, but they have provided insufficient guidelines for e-learning designers [10]. The development of e-learning standards is a complicated, time-consuming, and challenging process. Some projects have focused on determining the standard architecture and format for learning environments, such as IEEE learning technology systems architecture (LTSA), instructional management systems (IMS), and sharable content object reference model (SCORM) [11].Nowadays, the standardizations of e-learning application are abundant and cover all aspects of e-learning and distance education, from representation, packaging, and publishing of learning objects (LOs); to metadata that describe LOs. Furthermore, some standards
Computerized Adaptive Test (CAT) is a computer-based test framework which has ability to customize questions items given to the learner based on their estimated ability. In this research, the CAT system is build using Item Response Theory (IRT) techniques to develop an adaptive system based on question item's difficulty level and students' ability level. Moreover, to figure out the effectiveness of this CAT system, we do some experiments by comparing the average post-test score of students in CAT system and conventional system. The experiments result reveals that the average post-test score of students in the CAT system is much higher than the average post-test score of students in traditional test system.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.