健身教育测试提高英语学习成绩

Susalti Nur Arsyad, Runniarsiti Runniarsiti, A. Swandi, A. Fauzan, S. Viridi, Burhan Burhan, Sri Rahmadhanningsih
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引用次数: 1

摘要

摘要本研究旨在检验基于教育游戏的数字学习媒体在提高小学四年级英语学习成果方面的有效性。本研究以望加锡某学校20名学生为样本,采用实验前设计和一组前测后测法。对学习者进行前测和后测,以获得改善学习成果的数据,然后使用t检验和n增益对其进行分析。结果表明,前测和后测之间的测试结果有显著差异,从sig2 -tailed值0.000来看,这个结果小于0.05。此外,N-Gain为0.49表明属于中等类别,表明基于教育游戏的数字学习媒体的试验可以改善学生的学习成果。教育游戏在学习过程中可以作为一种有效的学习媒介,需要朝着更好的方向发展。关键词:学习媒体,教育游戏,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。
Uji Coba Gim Edukasi dalam Meningkatkan Hasil Belajar Bahasa Inggris
ABSTRACT This study aims to test the effectiveness of educational game-based digital learning media in improving grade IV elementary school English learning outcomes. The pre-experimental design and One Group Pretest-Posttest were used in this study with a sample of 20 students in a school in Makassar. Pretests and posttests are given to learners to obtain data on improving learning outcomes, which are then analyzed using t-tests and N-Gain. The results showed that there was a significant difference in test results between pretest and posttest seen from the sig.2-tailed value of 0.000, where this result was smaller than 0.05. In addition, an N-Gain of 0.49 indicates a moderate category and indicates that the trial of educational game-based digital learning media can improve student learning outcomes. Educational games can be used as an effective learning medium in the learning process and need to be developed in a better direction.   Keywords:  Learning Media, Educational Games, Learning Outcomes.
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