Efektivitas Games PowerPoint dalam Meningkatkan Hasil Belajar Pendidikan Agama Islam

Muh. Syahrul Hamka, Usman Usman, Abdul Halik, Hamdanah Hamdanah, Muzdalifah Muhammadun
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Abstract

Using a learning media adapted to the characteristics of students who like to play, designed through the application of PowerPoint presentations, is a solution for students' PAI learning outcomes. This research used a quasi-experimental design with a pretest-posttest control group design. The research sample consisted of 18 students: 9 in the experimental and 9 in the control classes. The research focused on student learning outcomes before and after using learning media based on PowerPoint games in third grade of SD Negeri 294 Lempa. The results showed that students' learning outcomes experienced an increase after using learning media based on PowerPoint games, as shown in the test results. The indicators can be seen from the pretest-posttest results. In the experimental class, the average pre-test score was 62.68, which increased to 81.1 after the post-test. In the control class, the pre-test score was 48.22 to an average of 50.66 after the post-test. The result of calculating the N-Gain Score for the experimental class was 59.40, which was categorized as quite effective, while the control class's N-Gain Score was 38.16, classified as ineffective.
ppt游戏在提高伊斯兰教育成绩方面的有效性
使用一种适合喜欢玩的学生特点的学习媒体,通过应用ppt演示设计,是解决学生PAI学习成果的一种方法。本研究采用准实验设计和前测后测对照组设计。研究样本由18名学生组成:9名在实验班,9名在对照组。本研究以SD Negeri 294 Lempa小学三年级学生为研究对象,对学生使用PowerPoint游戏学习媒体前后的学习效果进行了研究。结果显示,使用基于PowerPoint游戏的学习媒体后,学生的学习成果有所提高,如测试结果所示。这些指标可以从前测-后测结果中看出。实验班前测平均分为62.68分,后测平均分为81.1分。对照组的前测成绩为48.22分,后测成绩平均为50.66分。实验班的N-Gain Score计算结果为59.40,为相当有效,对照组的N-Gain Score计算结果为38.16,为无效。
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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