使用游戏修改可以提高10年级学生在SMK country 1 JEMBER的PJOK学习动力

Bayu Mardika Dinarta
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引用次数: 0

摘要

根据9月1日对SMK Negeri的PJOK教师的观察,发现仍然有学生不认真遵循所提供的材料。学生们在练习动作时往往很谦虚。在学习活动中,学生往往对老师提供的材料感到厌烦。有了这些条件,老师想找到解决问题的方法。本研究的目的是了解如何使用游戏修改的效果,以提高学生的动机在10年级的PJOK科目在SMK Negeri 1月。本研究采用单群体前测后测设计,以日本国立中学10年级学生为样本。本研究的工具采用问卷调查,数据分析采用配对样本t检验。结果表明,应用游戏修饰对PJOK科目学生动机的提高率为6.7%。进一步,在检验假设时,得到Siqnifikansi (2-tailded)的值,即0.000小于0.05,因此可以说H0被拒绝,Ha被接受。根据已经进行的假设检验结果,可以说游戏修饰的使用影响并增加了SMK Negeri 1 Jember 10年级学生学习PJOK的学习动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PENGGUNAAN MODIFIKASI PERMAINAN TERHADAP PENINGKATAN MOTIVASI BELAJAR SISWA KELAS 10 PADA MATA PELAJARAN PJOK DI SMK NEGERI 1 JEMBER
Based on the observations of PJOK teachers at SMK Negeri 1 Jember, it was found that there were still students who were not serious in following the material given. Students tend to be modest in practicing the movements. Students tend to feel bored with the material presented by the teacher during learning activities. With these conditions, the teacher thinks to find a way to solve the problem. The purpose of this study is to know how the effect of using game modification to increase student motivation in grade 10 in PJOK subjects at SMK Negeri 1 Jember. The research design used was a one groub pretest-postest design with a population and a sample of the 10th grade students of SMK Negeri 1 Jember. The instrument in this study used a questionnaire and the data were analyzed using paired sample t-test. The results showed that the application of game modification to increase student motivation in PJOK subjects was 6.7%. Furthermore, in testing the hypothesis, the value of Siqnifikansi (2-tailded) is obtained, namely 0.000 less than 0.05, so it can be said that H0 is rejected and Ha is accepted. Based on the results of the hypothesis testing that has been carried out, it can be said that the use of game modification affects and increases the learning motivation of 10th grade students of SMK Negeri 1 Jember in learning PJOK.
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