基于游戏的学习模式与提高历史学科学生的学习成果

Vini Rahmawati, N. Umamah, S. Sumardi, Murtinah Murtinah
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引用次数: 0

摘要

本研究旨在探讨游戏学习模式的应用对学生历史科目学习成果的影响。本研究采用定量方法与实验研究相结合的方法。研究设计采用准实验模型前测后测,也采用非等效对照组设计。使用文档和测试收集数据。数据分析技术采用单因素方差分析检验和LSD (Least Significant difference)高级检验软件,辅以SPSS 22 for Windows。数据分析结果表明,博弈学习模式的应用对学生历史学科的学习效果有影响。单因素方差分析结果显示,实验组的概率值(sig.)为0000 < 0.05,LSD (Least Significant difference)进一步检验为11.57576。ANOVA检验显示,对照组的概率值(sig.)为0000 < 0.05,LSD (Least Significant difference)进一步检验为7.48485。因此,在使用基于游戏的学习模式教学的实验组中,学生的学习成果是有影响的。关键词:学习4.0,游戏学习,学生学习成果
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game-Based Learning Models And Improving Student Learning Outcomes In History Subjects
This study aims to examine the effect of the application of the game-based learning model on student learning outcomes in historical subjects. This study uses a quantitative approach with the type of experimental research. The research design uses a quasi-experimental model pretest-posttest,,  also a non-equivalent control-group design. The sample consists of 66 students in classes XI IPS 4 and XI IPS 1 at SMA Negeri 1 Gambiran. Collect the data using documentation and tests. The data analysis technique uses the one-way ANOVA test and the LSD (Least Significant Different) advanced test software assisted by SPSS 22 for Windows. The results of data analysis show that, there is an effect of the application of the game-based learning model on student learning outcomes in historical subjects. The results of the one-way ANOVA test show that the probability value (sig.) in the experimental group is 0,000<0,05, with the LSD (Least Significant Different) further test of 11.57576. And ANOVA test shows that the probability value (sig.) in the control group is 0,000<0,05, with the LSD (Least Significant Different) further test of 7.48485. Therefore, there is an effect of student learning outcomes in the experimental group that taught using a game-based learning model. Keywords: Learning 4.0, game-based learning, student learning outcomes
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