Increasing Students’ Learning Motivation Through Android-Base Biology Educational Game with E-Module During COVID-19 Pandemic

E. Aroyandini, S. Aloysius
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引用次数: 1

Abstract

The aim of the research is to increase students’ learning motivation in learning classification of living things subject by using android-based biology educational game that accompanied with e-module. The type of this reserach is is a quasi-experiment research with nonequivalent control group design that concluded in at SMP N 3 Sragen, Central Java. The population of this study were the grade VII students of SMP N 3 Sragen in 2020/2021 academic year with the students of VII A class as the experimental class and the students of VII B class as the control class. Instrument that uses in this research is questionnaire. The control class only using google form as the learning medium, while the experimental class using google form that added by android-base biology educational game with e-module. The result shows that students learning motivations in the experimental class from 76,18 to 90,23, while in control class also increase from 74,73 to 82,14. Therefore, it can be concluded that the use of androidbase biology educational game with e-module during the COVID-19 pandemic can increase students’ learning motivation better than using google form only.
新型冠状病毒大流行期间,基于e模块的安卓生物教育游戏提高学生学习动机
本研究的目的是利用基于android的生物教育游戏,配合e-module,提高学生学习生物分类学科的学习动机。本研究类型为非等效对照组设计的准实验研究,结束于中爪哇SMP N 3 Sragen。本研究的人群为2020/2021学年smp3sagen的七年级学生,其中VII A班为实验班,VII B班为对照班。本研究使用的工具是问卷调查。控制班仅使用谷歌形式作为学习媒介,实验班使用谷歌形式,并添加了基于android的生物教育游戏和电子模块。结果表明,实验班学生的学习动机从76,18增加到90,23,而控制班学生的学习动机也从74,73增加到82,14。因此,可以得出结论,在新冠肺炎大流行期间,使用带有e-module的android基础生物教育游戏比只使用谷歌表单更能提高学生的学习动机。
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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