Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya

Cahyani Amildah Citra, Brillian Rosy
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引用次数: 49

Abstract

This research aims to determine the effectiveness of the effectiveness of learning media based educational game quizizz on student outcomes office technology grade X SMK Ketintang Surabaya. This type of research is using quasi experimental design. The circuit was conducted on all class X OTKP 2 students as a control class and X OTKP 3 as an experimental class. Analytical techniques use homogeneity test, normality test, hypothesis test and gain score test. The results of the study expressed the Posttest value obtained by t-test of 2.154 with a signification of 0.036 and a value of 2.002 with a level of significance 0.005 which means signification (0.036) < 0.05 and t-test (2.154) > ttable (2.002).The result of Gain Score the Pretest and Posttest value is 3,212 with a signication 0,002 and the value ttable is 2,002 with signification 0,05.  So it can be concluded that the use of learning media based on Quizizz educational Game effectively improve student learning outcomes on the subject of office technology class X OTKP in SMK Ketintang Surabaya.
基于游戏的学习媒体教育Quizizz的有效性研究了X班学生SMK Ketintang的技术结果
本研究旨在确定基于学习媒体的教育游戏测验的有效性对学生成果的影响。这类研究采用的是准实验设计。该电路在所有班级X OTKP 2作为控制班,X OTKP 3作为实验班进行。分析方法采用同质性检验、正态性检验、假设检验和增益分数检验。本研究结果表示通过t检验2.154得到的Posttest值,其显著性为0.036;通过t检验2.002得到的Posttest值,其显著性水平为0.005,即显著性(0.036)< 0.05,t检验(2.154)>表(2.002)。增益得分前测和后测值的结果为3,212,显著性为0,002,值表为2,002,显著性为0,05。因此可以得出结论,使用基于Quizizz教育游戏的学习媒体有效地提高了SMK Ketintang Surabaya办公室技术班X OTKP科目的学生学习成果。
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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