Explorer la perception des élèves de Quizizz en tant que média d'apprentissage dans l'enseignement supérieur

Auteurs-es

DOI :

https://doi.org/10.21432/cjlt28449

Mots-clés :

apprentissage basé sur le jeu , bibliothèque et science de l'information , gamification , Quizizz , technologie éducative

Résumé

L’utilisation du jeu dans l’éducation a été mise en évidence pour améliorer l’engagement des élèves dans l’apprentissage. Cependant, de nombreuses recherches montrent que l'utilisation du jeu dans l'apprentissage n'est efficace que pour les élèves du secondaire, tandis que son utilisation pour les étudiants d'enseignement supérieur est très limitée. Les recherches sur le jeu dans l'éducation ont été principalement occupées par Kahoot! Alors que Quizizz a moins d'analyses. Cette recherche exploratoire vise à explorer la perception des étudiants de Quizizz en tant que média d'apprentissage et les obstacles connexes vécues dans le programme d'étude de la science des bibliothèques d'une université islamique d'État en Indonésie. La recherche utilise une combinaison de méthodes quantitatives et qualitatives, telles que l'enquête et la discussion de groupe ciblée, avec un échantillon de 204 étudiants. L'étude a révélé que l'utilisation de jeux dans l'apprentissage augmentait activement l'engagement des élèves et a conduit à une amélioration significative de l'indépendance et de la maîtrise de soi dans l'apprentissage, ce qui a amélioré la réalisation des objectifs d'apprentissage. Pendant l'activité d'apprentissage, les élèves soutiennent qu'ils acquièrent leur confiance en soi tout en profitant du jeu. La recherche suggère que pour augmenter les résultats de l'apprentissage, les éducateurs devraient utiliser diverses stratégies d'enseignement qui encouragent l'engagement mental et physique actif des élèves. En outre, il est prévu que cette expérience d'apprentissage et cette contenu améliorent la mémoire rétendue des élèves.

Bibliographies de l'auteur-e

Harun Sitompul, Universitas Negeri Medan, Indonesia

Harun Sitompul travaille actuellement en tant que professeur principal à Universitas Negeri Medan, Faculté de techniques indonésiens. Son poste actuel est le doyen de la Faculté des techniques. Ses œuvres de publication comprennent l'apprentissage en 3D, le laboratoire virtuel, ainsi que l'apprentissage en réalité augmentée.

Retno Sayekti, Universitas Islam Negeri Sumatera Utara, Medan, Indonesia

Retno Sayekti est chargé de cours à l'Universitas Islam Negeri Sumatera Utara, Medan, Indonésie Faculté des sciences sociales, Département de bibliothèque et de sciences de l'information. Elle est titulaire de sa maîtrise en bibliothèque et des études d'information de l'Université McGill, Canada. Retno a publié des œuvres dans la bibliothéconomie et les technologies éducatives. Ses domaines de recherche incluent l'apprentissage en ligne, la qualité des services de bibliothèque et la communication savante. Actuellement, elle poursuit son programme de doctorat à Universitas Negeri Medan.

Sri Rahmah Dewi Saragih, Universitas Asahan, Sumatera Utara, Indonesia

Sri Rahmah Dewi Saragih est un maître de conférences d'Universitas Asahan, Sumatera Utara, Indonésie. Ses intérêts de recherche sont dans le domaine de la technologie éducative. Elle poursuit actuellement son programme de doctorat en technologie éducative, Universitas Negeri Medan.

Salminawati Salminawati, Universitas Islam Negeri Sumatera Utara, Indonesia

Salminawati, est professeur de philosophie de l'éducation islamique à la Faculté d'éducation islamique et de formation des enseignants, Universitas Islam Negeri Sumatera Utara, Indonésie. Elle tient un médecin en éducation islamique. Actuellement, elle est en charge du département vice-chef de la Graduate School of Islamic Education.

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2024-06-03

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