基于Kahoot的元管理网络系统设计学习媒体位于smkn1 south

Syafrina Yanti, S. Zakir, Zulfani Sesmiarni, Iswantir Iswantir
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引用次数: 0

摘要

本研究的动机是作者在第十二届SMKN 1 Rao Selatan课上发现的几个问题,特别是在网络系统管理学科。老师在学习评估过程中遇到的障碍是,据了解,评估过程中容易出现作弊现象,比如学生在做日常练习时模仿朋友的答案,此外,学生在提交日常练习时不守时,比如学生在收集前一天的日常练习时迟到。这已经确定了,练习纠正仍然是通过手动一个接一个地纠正练习的答案。因此,笔者设计了基于Kahoot在网络系统管理学科中的应用的学习媒体,使其成为一种可替代的学习媒体。本研究的目的是为网络系统管理学习提供一个有效、实用、有效的基于Kahoot应用的支持媒体设计。本研究中使用的研究类型是开发方法或研究与开发(R&D)。所使用的开发模型是DDD-E,由四个阶段组成,即决策、设计、开发和评估阶段。本研究采用的产品检验均为效度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perancangan Media Pembelajaran Berbasis Aplikasi Kahoot pada Meta Pelajaran Administrasi Sistem Jaringan di SMKN 1 Rao Selatan
This research is motivated by several problems that the authors found in class XII SMKN 1 Rao Selatan, especially in the Subject of Network Systems Administration. the obstacle experienced by the teacher during the learning evaluation process is that it is known that the evaluation process is prone to cheating such as students who imitate their friends' answers while doing daily exercises, besides that students are not punctual when submitting daily exercises such as students who are late when collecting daily exercises from the previous day. that has been determined, and practice corrections are still done manually by correcting the answers to the exercises one by one. Therefore, the authors designed learningmedia based on the Kahoot application in the Network Systems Administration Subject so that it can be used as an alternative learning media. The purpose of this research is to produce a valid, practical, and effective Kahoot application-based supporting media design for Network System Administration Learning. The type of research used in this study is the development method or Research and Development (R&D). The development model used is DDD-E consisting of four stages, namely the decide, design, develop, and evaluate stages. The product tests used in this study were validity.  
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