Mission Book Game: Enhancing Fifth-Grade Students’ Learning Motivation on Thematic Learning

Dewa Ayu Candra Dwi Evayani, I. Jampel, I. W. Widiana
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引用次数: 1

Abstract

The lack of use of learning media in the learning process causes students to find it difficult to understand the material. This study aims to produce learning media that can increase students' motivation and activeness in the learning process. Media development in this study is guided by the ADDIE model procedure which consists of several stages, namely analysis (analyze), design (design), development (development), implementation, and evaluation (evaluate). The subject in this development research is the mission book game media to increase the learning motivation of fifth-grade students while the object in this research is the validity and effectiveness of the mission book game media developed. This development research method is a qualitative and quantitative analysis method. The data collection used is a questionnaire method with data collection instruments in the form of a rating scale by giving an assessment instrument to 4 experts, namely, 2 material experts, 2 media experts, 2 practitioner responses, and 12 students. The data were analyzed by testing the validity and reliability test of the mission book game media based on data from experts, practitioners, and students' responses. The data obtained is calculated using the mean formula to determine the average validity of the media. The average validity score of the mission book media game in terms of material experts is 4.8 with very valid criteria, in terms of media experts it is 4.4 with very valid criteria, in terms of practitioner responses it is 4.7 with very valid criteria and in terms of student response of 4.9 with very valid criteria. The motivational data analysis technique used is descriptive quantitative statistical data analysis techniques in the form of prerequisite tests and t-tests. The results of the hypothesis test showed a significance value of 0.033 which means 0.033 <0.05, so it can be concluded that there is an effect of the.
任务书游戏:增强五年级学生主题学习动机
在学习过程中缺乏学习媒体的使用,导致学生对材料的理解存在困难。本研究旨在制作能提高学生在学习过程中的动机和积极性的学习媒体。本研究的媒体开发以ADDIE模型程序为指导,该程序由分析(analyze)、设计(design)、开发(development)、实施(implementation)和评估(evaluate)几个阶段组成。本开发研究的主题是提高五年级学生学习动机的任务书游戏媒体,研究对象是开发的任务书游戏媒体的效度和有效性。这种发展研究方法是定性与定量相结合的分析方法。数据收集采用问卷调查法,数据收集工具采用评定量表的形式,向4位专家,即2位材料专家、2位媒体专家、2位从业者回应者和12名学生提供评估工具。基于专家、从业者和学生的反馈数据,通过任务书游戏媒体的效度和信度检验对数据进行分析。所得数据用平均公式计算,以确定介质的平均效度。任务书媒体游戏在材料专家方面的平均效度为4.8分,具有非常有效的标准;在媒体专家方面的平均效度为4.4分,具有非常有效的标准;在实践者反应方面的平均效度为4.7分,具有非常有效的标准;在学生反应方面的平均效度为4.9分,具有非常有效的标准。使用的动机数据分析技术是描述性定量统计数据分析技术,采用前提检验和t检验的形式。假设检验的结果显示显著性值为0.033,即0.033 <0.05,因此可以认为存在影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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