Blended Learning Between Team Games Tournament (TGT) And Web-Based Module as an Effort To Improve The Achievement Of Student Competency In Automotive Departement

Robby Wijaya, Indra Febrianto, H. Kusdiyanti
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引用次数: 1

Abstract

This research focuses on creating a web-based module collaboration with team games tournament as a blended learning model for automotive department students. The research method used a class action research purposed to know the impact of blended learning to use team games tournament and web-based module as an effort to improve competence achievement for students in the automotive department with 32 students as the research subject. The research focused on the teacher's activities, student's activities, and post-test results. The pre-action result showed that the completeness level was 67,74%. After the first act was done, the student's competence increased up to 93,5%. After the 2nd action has done, the student's completeness in learning was 87,09%. From these 2 actions implemented, the average result found was higher than the minimum standard that has been targeted by 75%. Implementing blended learning team games tournament and Web-Based Module suggested being implemented in other learning subjects because it is acknowledge as the creative, innovative, and interesting method to improve student's competence accomplishment.
团队游戏锦标赛与网络模块的混合学习:提高汽车系学生能力成就的努力
本研究的重点是创建一个基于网络的模块协作与团队游戏比赛,作为汽车系学生的混合学习模式。以32名学生为研究对象,采用集体行动研究的方法,了解混合学习对团队游戏、比赛和网络模块提高汽车系学生能力成就的影响。研究的重点是教师的活动,学生的活动和测试后的结果。预动作结果表明,完成度为67.74%。第一幕完成后,学生的能力提高了93.5%。第2个动作完成后,学生的学习完成度为87,09%。从实施的这两项行动中,发现的平均结果比目标的最低标准高出75%。实施混合学习的团队游戏、比赛和基于web的模块,被认为是提高学生能力素养的创造性、创新性和趣味性的方法,建议在其他学习科目中实施。
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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