基于角色扮演的媒体学习开发游戏对学生的学习兴趣

M. Faiz, T. Wibowo, Bambang Priyo Darminto
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引用次数: 1

摘要

本研究旨在建立一个有效的,实用的,有效的媒体形式,以游戏的形式称为Baret Argeo在Purworejo高中六年级的学生在网上学习的兴趣。本研究采用ADDIE方法(分析、设计、开发、实施、评估)进行开发研究。在分析阶段,根据大流行情况进行必要的分析。Baret Argeo的设计和部件是在设计阶段生产的。在生产层面,内容专家的验证值为3.93(有效),媒体专家的验证值为4.46(非常有效)。然后对18名学生进行了实用性测试,得分为4.03(非常实用)。然后对使用Argeo Beret的18名学生的实施情况与使用学生工作表(LKS)的其他18名学生进行t检验比较分析。结果为4.4881> 2.0322,则不被接受,或者可以说使用贝雷帽Argeo的学生学习兴趣比使用LKS的学生更好。在评估阶段,Argeo贝雷帽被保留用于更广泛的数学学习。本研究对远程教育中学生的学习兴趣具有启示意义。
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 BELAJAR BARET ARGEO BERBASIS ROLE PLAYING GAME TERHADAP MINAT BELAJAR SISWA
This research aims to establish a valid, practical, and effective media in the form of a game called Baret Argeo for students interest in learning at Senior High School 6 of Purworejo during online learning. This research is a development study that employs the ADDIE method (analysis, design, development, implementation, evaluation).A required analysis is carried out according to pandemic conditions during the analysis stage. The Baret Argeo design and components were produced during the design stage. Validation was carried out by content experts with a value of 3.93 (valid) and media experts with a value of 4.46 at the production level (very valid).which was then put to the test on 18 students in a practicality test with a score of 4.03 (very practical). Then the implementation of the 18 students used the Argeo Beret which was compared with the other 18 students who used the Student Worksheet (LKS) using the t test comparative analysis. The result is   with 4.4881> 2.0322 then  is rejected or it can be said that students' interest in learning using Beret Argeo is better than students using LKS. At the evaluation stage, the Argeo Beret is reserved to be used in a wider range of mathematics learning. This research has implications for students' interest in learning in the middle of distance learning.
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