基于软技能的视频游戏学习媒体的开发Ᾱ初中生数据掌握

R. Ramlan, Sulthan Syahril, G. Kesuma, E. Erlina, Muhammad Aridan
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引用次数: 1

摘要

本研究旨在确定基于软技能的电子游戏学习媒体在掌握多数据方面的开发过程、可行性、反应和有效性。这是一种开发研究(R&D)。通过使用ADDIE开发模型的五个步骤,即1)分析,2)设计,3)开发,4)实现,5)评估。所使用的数据收集技术是访谈、观察、问卷调查和测试。对研究数据进行定量和定性分析。本研究的结果是一个基于软技能的视频游戏学习媒体,用于多数据获取。经过材料和语言专家、媒体专家和八年级阿拉伯语教师的验证,平均得分为4.63分,类别为“非常可行”。在小组试验中,平均得分为4.47分,在大组试验中,平均得分为4.61分,解释为“非常好”的可行性。在学生对多媒体掌握的前测结果中,平均成绩为42.44分,使用发达媒体后测平均成绩为88.09分。因此,基于软技能的视频游戏学习媒体对于八年级学生的多数据学习是可行和有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DEVELOPMENT OF SOFTSKILL-BASED VIDEO GAME LEARNING MEDIA FOR MUFRᾹDAT MASTERY IN JUNIOR HIGH SCHOOL LEARNERS
This study aims to determine the development process, feasibility, response, and effectiveness of soft skills-based video game learning media in mastering mufrodat. This research is a type of development research (R&D). By using the five steps of the ADDIE development model, namely 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. The data collection techniques used were interviews, observations, questionnaires and tests. The research data were analyzed quantitatively and qualitatively. This research results in a soft skill-based video game Learning Media for mufrodat acquisition. Based on the validation that has been done by material and language experts, media experts and 8th-grade Arabic teachers, the average score is 4.63 with the category "very feasible". Based on the small group trial, the average score was 4.47, and in the large group, the average score was 4.61 with the interpretation of "very good" feasibility. In the pretest results of students' mastery of mufrodat, the average result was 42.44, and the average posttest score after using the developed media was 88.09. Thus, the soft skill-based video game learning media is feasible and effective for learning mufrodat of grade VIII students.
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