Rani Faniamawati, Buchori Agus Wahyudi, Dhiah Fitrayati
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引用次数: 0
摘要
21世纪的教育是以学生为中心的教育,不能脱离技术的发展。根据对X-7 SMA Negeri 1 Driyorejo班的观察,低水平的学习活动,这种学习活动似乎是基于使用小组讨论方法的学习活动。鉴于这种低学习活动,研究人员打算实施一种基于游戏的学习模式,以提高学生的学习活动。因此,本研究的目的是通过使用wordwall媒体的基于游戏的学习模式来增加学生在经济学学习中的学习活动。本研究分为规划、实施、观察、反思两个阶段,共四个阶段。本研究使用的工具是学生学习活动观察表,使用7个方面作为学习活动的指标。这七个方面是:1)参与任务;2)参与解决问题;3)询问老师或朋友,如果他们不理解这个问题;4)寻找解决问题所需的信息;5)根据老师的指导进行小组讨论;6)评估能力和结果;7)使用和应用在完成任务中发现的东西。研究结果表明,使用wordwall媒体的基于游戏的学习模式可以增加学生在经济学习中的学习活动。
Increased Learning Activities Toward Economis Learning Trhough Game-based Learning Model Using Wordwall Media
The 21st century education is student-centered education and can not independent of technological development. Based on observations in the class of X-7 SMA Negeri 1 Driyorejo, learning activities at low levels, this learning activity appears to be based on learning activities using a group discussion method. Viewing such low learning activities, researchers are intended to implement a game-based learning model as an effort to improve student learning activities. Thus, this research was conducted with the aim of increasing students learning activities in economics learning through game-based learning model using wordwall media. This study consists of two cycles of four stages each of which is planning, implementation, observation, and reflection. The instruments used in this study are observation sheets of student learning activities with 7 aspects as indicators of learning activities used. The 7 aspects are 1) participating in assignments; 2) involved in problem solving; 3) ask a teacher or friends if they do not understand the issue; 4) trying to find the information needed for problem solving; 5) carry out group discussions as the teacher instructs; 6) assessing abilities and results; 7) use and apply what is found in completing a task. The research result that game-based learning models using wordwall media can increase student learning activities in economic learning.