PENERAPAN MEDIA PEMBELAJARAN GAME EDUKATIF BERBASIS WORDWALL TERHADAP HASIL BELAJAR BAHASA INDONESIA KELAS VII G MTs NEGERI 1 BONE

Riska, Suhardiman, Ahmad Nurul Ihsan
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Abstract

This research aims to determine the application of the wordwall game media learning model and student learning outcomes. The data collection techniques are observation, documentation, data analysis using descriptive data with frequency distribution. Based on the results of the action implementation research, it shows that the completeness score of students who completed the initial test was 7 students with a percentage of 21%. Then there were 26 students who did not complete with a percentage of 79%. The test results in cycle 1 were 11 students who completed it with a percentage of 33%, the number of students who did not complete it was 22 students with a percentage of 67%. The results in cycle 1 were still low and had not yet reached the school's KKM figure, then the test continued in cycle II with the number of students who completed it being 30 students with a percentage of 90% and 3 students who did not complete it. with a percentage of 10%. So it can be concluded that the application of the wordwall game media learning model is able to improve and enhance student learning outcomes regarding the application of the wordwall game learning media.  
基于 WORDWALL 的教育游戏学习媒体在印度尼西亚语言学习成绩中的应用 VII 级 G MTs NEGERI 1 BONE
本研究旨在确定文字墙游戏媒体学习模式的应用和学生的学习成果。数据收集技术包括观察、记录、使用频率分布描述性数据进行数据分析。根据行动实施研究的结果,完成初始测试的学生有 7 人,完成率为 21%。未完成测试的学生有 26 人,比例为 79%。第一周期的测试结果是,完成测试的学生人数为 11 人,完成率为 33%;未完成测试的学生人数为 22 人,完成率为 67%。第一周期的测试结果仍然较低,还没有达到学校的 KKM 数字,然后在第二周期继续进行测试,完成测试的学生人数为 30 人,百分比为 90%,未完成测试的学生人数为 3 人,百分比为 10%。因此,可以得出结论,应用单词墙游戏媒体学习模式能够改善和提高学生在应用单词墙游戏学习媒体方面的学习成果。
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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