Penggunaan Media Game Kahoot dalam Kalkulus I untuk Meningkatkan Minat dan Hasil Belajar Mahasiswa

Nur’aini Muhassanah, Riski Aspriyani, Mutia Mutia
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引用次数: 0

Abstract

The goal of this study is to use Kahoot Game media in learning to enhance student learning outcomes and engagement in Calculus I courses. The months of September through December 2022 were used for this study. This form of study was called Classroom Action Research and it was divided into two cycles, each of which included four stages: planning, action, observation, and reflection. This study focused on 12 first-semester mathematics majors who took Calculus I courses during the 2022–2023 school year. Observations, tests, and questionnaires were employed as the data gathering methods. The results of this study were 1) the class average score showed an improvement in scores on the pretest and posttest in each cycle, which increased the outcomes of learning attainment; 2) enhancing student learning motivation in Calculus I classes when the pre-cycle, cycle I, and cycle II average scores are used. The criteria for student interest in learning outcomes, which before the research, students were included in the criteria of good enough and good criteria, demonstrate this. Students were added to the good and very good criteria once the action was taken.
在微积分中使用Kahoot媒体游戏来增加学生的兴趣和学习结果
本研究的目的是在学习中使用Kahoot游戏媒体来提高学生在微积分I课程中的学习成果和参与度。研究时间为2022年9月至12月。这种形式的研究被称为课堂行动研究,它分为两个周期,每个周期包括四个阶段:计划、行动、观察和反思。本研究以12名在2022-2023学年选修微积分I课程的数学专业第一学期学生为研究对象。数据收集方法采用观察、检验和问卷调查。本研究结果表明:1)班级平均成绩在每个周期的前测和后测成绩均有提高,提高了学习成就的结果;2)在微积分I课程中,当使用预循环、循环I和循环II平均分时,提高学生的学习动机。在研究之前,学生对学习成果的兴趣标准被包括在足够好和很好的标准中,证明了这一点。一旦采取行动,学生将被添加到优秀和非常优秀的标准中。
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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