PENGARUH SCRABBLE VERSUS PETUALANGAN MAHARAJA DAN MOTIVASI BELAJAR TERHADAP KEMAMPUAN MEMBACA ANAK DISLEKSIA

Insiyah Insiyah, Iskandar Wiryokusumo, A. N. Fatirul
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引用次数: 3

Abstract

ABSTRAKPenelitian ini bertujuan untuk mengetahui perbedaan scrabble versus petualangan maharaja pada motivasi membaca siswa disleksia, mengetahui perbedaan motivasi tinggi dan rendah pada kemampuan membaca siswa disleksia, dan mengetahui interaksi antara permainan dan motivasi pada kemampuan membacasiswa disleksia. Metode Penelitian menggunakan eksperimen. Sampel penelitian ini sebanyak 8 siswa. Teknik pengambilan sampel menggunakan teknik purposive sampling.Teknik analisis data menggunakan Anava dua jalur dengan nilai signifikansi sebesar α = 0,05. Hasil penelitian menyimpulkan bahwa ada perbedaan scrabble versus permainan petualangan maharaja pada motivasi membaca siswa disleksia, ada perbedaan motivasi tinggi danrendah pada kemampuan membaca  siswa disleksia, dan ada interaksi antara permainan dan motivasi pada kemampuan membacasiswa disleksiaAbstractThis study aims to determine the difference between scrabble versus maharaja adventure on the reading motivation of dyslexic students, knowing the difference between high and low motivation on the reading ability of dyslexic students, and knowing the interaction between play and motivation on the reading ability of dyslexic students. Research methods using experiments. The sample of this study were 8 students. The sampling technique uses purposive sampling technique. Data analysis technique used two-way Anava with a significance value of α = 0.05. The results of the study concluded that there were differences in scrabble versus maharaja adventure games on the reading motivation of dyslexic students, there were differences in high and low motivation on the reading ability of dyslexic students, and there was an interaction between games and motivation on the reading ability of dyslexic students.
拼字游戏逆转了经理对你的态度和学习动机
本研究旨在找出拼字游戏与皇帝冒险游戏在阅读阅读障碍学生动机方面的差异,找出阅读阅读障碍的高动机与低动机之间的差异,并找出游戏与阅读阅读障碍动机之间的互动关系。使用实验的研究方法。这个研究样本是八名学生。使用有目的的采样技术的采样技术。使用Anava两条显著性值为α=0.05的线的数据分析技术。研究得出结论,与大师冒险游戏相比,阅读阅读障碍学生的动机存在拼字游戏差异,阅读障碍学生能力存在高动机和低动机差异,本研究旨在确定拼字游戏和王公冒险对阅读障碍学生阅读动机的影响,了解阅读障碍学生的阅读能力的高动机和低动机之间的差异,-了解游戏与动机对阅读障碍学生阅读能力的影响。使用实验的研究方法。本研究的样本为8名学生。采样技术使用有目的的采样技术。数据分析技术采用双向Anava,显著性值为α=0.05。研究结果表明,拼字游戏和王公冒险游戏对阅读障碍学生的阅读动机存在差异,高动机和低动机对阅读障碍的学生的阅读能力存在差异,游戏和动机对阅读困难学生的阅读力存在交互作用。
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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自引率
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发文量
27
审稿时长
12 weeks
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