文化媒体学习游戏发展为理解办公室沟通的基本能力,以提高学生在SMK国家1泗水的学习成绩

E. Permatasari, Durinda Puspasari
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引用次数: 0

摘要

本研究旨在描述pakpikpok游戏学习媒体在基本能力理解办公室沟通的开发过程,分析媒体的可行性和学生对媒体的反应,并分析SMK Negeri 1 Surabaya使用媒体提高学生学习成果的有效性。本研究是一项发展性研究,参照Thiagarajan、Semmel、Semmel提出的4D模型,即定义、设计、开发、传播。有限试验对象为20名X-OTKP 4班学生和X-OTKP 3班学生。本研究样本以X-OTKP 4班学生为实验班,X-OTKP 5班学生为对照班。数据收集工具采用问题和媒体专家验证表、学生回答问卷和学生学习成果测试。数据分析技术包括问题和媒体专家验证、学生回答、项目分析、N-Gain分析、学生学习成果的完备性、同质性检验、正态性检验和假设检验。结果表明,在œvery强标准中,获得的问题专家百分比为90.5%,媒体专家百分比为96%,所开发的媒体被纳入可行类别。而学生对媒体发展的反应结果以œvery的强标准获得了99%的百分比。效度试验结果显示,以œmoderate为标准,试验班的平均n -增益为0.48,而以œlow为标准,对照班的平均n -增益仅为0.28。根据后验的t检验结果分析,得到tvalue(2,586) >表(1997),使H1被接受而H0被拒绝。可以得出结论,开发的pakpikpok游戏学习媒体是有效的,可以作为辅助学习媒体使用,可以提高泗水SMK Negeri 1班X-OTKP学生的学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Media Pembelajaran Permainan Pakpikpok Pada Kompetensi Dasar Memahami Komunikasi Kantor Untuk Meningkatkan Hasil Belajar Siswa di SMK Negeri 1 Surabaya
This research aims to describe the process of developing pakpikpok game learning media on basic competency understanding office communication, analyze the feasibility of media and responses of students to the media, and analyze the effectiveness of the use the media to increase student learning outcomes at SMK Negeri 1 Surabaya. This research is a development research that refers to 4D model suggested by Thiagarajan, Semmel, and Semmel, namely define, design, develop, and disseminate. The limited trial subjects were 20 students of class X-OTKP 4 and instrument test subjects students of class X-OTKP 3. The sample of this research students of class X-OTKP 4 as the experimental class and students of class X-OTKP 5 as the control class. Data collection instrument used question and media expert validation sheets, student response questionnaire, and student learning outcomes test. Data analysis techniques include validation of question and media expert, student responses, item analysis, N-Gain analysis, completeness of student learning outcomes, homogeneity test, normality test, and hypothesis test. The results showed that the media developed included in the feasible category by obtained  percentage of question experts 90,5% and media expert 96% with overall in œvery strong criteria. While the results of student responses to the media developed obtained percentage of 99% with œvery strong criteria. The results of effectiveness test showed average N-Gain the experimental class of 0,48 with œmoderate criteria, while the control class only of 0,28 with œlow criteria. Based on the results the t-test analysis of the posttest, obtained tvalue (2,586) > ttable (1,997), so that H1 accepted and H0 rejected. Can be concluded that pakpikpok game learning media developed is effective to be used as supporting learning media that can improve student learning outcomes class X-OTKP at SMK Negeri 1 Surabaya.
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