Effect of Gamified Quizizz as Digital Assessment on Vocational Students' Learning Motivation and Engagement
在印尼职校建筑专业课程中,考察Quizizz游戏化测评对学生学习动机与投入的影响。
这篇论文暂时没有中文摘要,下面保留英文原题与摘要。
研究信息
- 期刊 / 来源
- Epistema
- 发表日期
- 2026-10-31
- 文献库
- OpenAlex
- 作者
- Najwah Khoirunnisa', Muhammad Habib Alfian
- DOI
- 10.21831/ep.v7i2.102355
英文原文摘要全文
This study aims to analyze the effect of using gamification-based Quizizz as a digital assessment on the learning motivation and engagement of grade X Building Construction and Housing Engineering students in the Basic Building Construction and Housing Engineering course at SMKN 3 Surabaya. This research examines how Quizizz assessments integrated with gamification influence motivation and learning engagement among 10th-grade students majoring in Building and Housing Construction Engineering in the Basic of Building and Housing Construction Engineering course at SMKN 3 Surabaya. A quantitative
中文摘要由自动翻译整理,可能丢掉原文的限定条件;涉及具体数字与结论时以英文原文为准。
这条研究涉及的词条
习得性无助
反复经历无法控制的负面刺激后,个体会停止尝试——即使后来有了改变处境的机会。
职业倦怠
由长期工作压力导致的三维综合征:情绪耗竭、去人格化(疏离)、个人成就感降低。
心流
技能与挑战恰好匹配时出现的高度投入状态:注意力收窄、时间感改变、自我意识消退。
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内容用于快速浏览;学术引用与结论判断请以英文原文为准。