Mariany Susanti
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引用次数: 0

摘要

本研究是一项课堂行动研究,旨在利用大富翁游戏学习媒介改善学生的学习过程,提高学生在公民教育学习中的成绩。这一行动分为两个周期,每个周期的学习过程和结果都有所增加。这种增长也发生在学生的学习成绩上,从前周期到第一个周期持续增长,在第二个周期继续增长。在行动实施前,只有35.7%的学生通过了KKM考试。然后,在行动实施后,在第一个周期中,学生的平均学习成果增加了。这一比例比前一阶段(64.2%)增加了28.4%。然后,在第二个周期中,学生的学习成果又恢复了增加。从学生的测试结果来看,如果达到78.5%,则28名学生中有22名获得了完备性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PENINGKATAN PROSES DAN HASIL BELAJAR PENDIDIKAN KEWARGANEGARAAN DENGAN MENGGUNAKAN PERMAINAN MONOPOLI DI SMAN 12 BUNGO
This research is a classroom action research that conducted to improve the students’ learning processes and students’ achievement in civics education learning by using Monopoly game learning media. This action was conducted in to two cycles, where each cycle saw an increase in learning processes and outcomes. This increase also occurred in student learning achievement which continued to increase from the pre-cycle to the first cycle and continued to increase in the second cycle. Before the implementation of the action, only 35.7% of all students passed the KKM. Then, after the implementation of the action, in the first cycle the average student learning outcomes increased. The percentage increased by 28.4% from the pre-cycle, i.e. 64.2% of all students got grades that passed the KKM (70). Then, the learning outcomes of students returned to increase in the second cycle. Based on the test results of students, students who obtained completeness were 22 out of 28 students if the percentage was 78.5%.
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