基于二维码扫描的三维拼图媒体对小学五班科学学习效果的影响

Maratus Sholicahah, E. Setiyawati
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引用次数: 0

摘要

本研究旨在探讨基于扫描条码的三维拼图媒体是否对SDN Krembung 1科学学习的五年级学生的学习成果有影响。这类研究是一种定量实验,采用一组前测后测设计的预实验设计类型。本研究的仪器采用前测和后测两种测试仪器。本研究的样本为SDN Krembung 1的五年级学生。结果表明,基于视听的三维益智媒体对科学学习中的学习成果存在影响,得到t count = 2.052,得到表1729。因为2052 > 1729 Ho被拒绝,Ha被接受,这意味着有显著的差异。从归一化g > 0.70检验的计算结果来看,这解释了在科学学习中使用基于视听的3D益智媒体对学习成果的高(高)效果。为了了解扫描条码三维拼图媒体对科学学习学习成果的影响程度,SDN Krembung 1的五年级学生可以从表中看到n增益分数%,这解释了拼图媒体对科学学习学习成果的使用高达70.71%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effect of QR Code Scan-Based 3D Puzzle Media on Learning Outcomes in Class V Science Learning in Elementary Schools
This study aims  to determine whether there is an effect of scan barcode  based 3D Puzzle Media on Learning Outcomes in 5th Grade Students of SDN Krembung 1 Science Learning. This type of research is a quantitative experiment with the type of pre-experimental designs in the form of one-group pretest-posttest design. The instrument in this study uses pretest and posttest test instruments. The samples in this study were grade 5 students at SDN Krembung 1. The results showed that there was an effect of audio-visual-based 3D puzzle media on learning outcomes in science learning which was obtained t count = 2.052, then obtained t table 1729. Because 2,052 > 1,729 Ho is rejected and Ha is accepted, it means that there is a significant difference. From the calculation results of the normlized g > 0.70 test which interprets the high (high) effect of using audio-visual-based 3D puzzle media on learning outcomes in science learning. To find out how much influence scan barcode  3D puzzle media has on learning outcomes in science learning, 5th grade students of SDN Krembung 1 can see in the table n gain score % which interprets the use of puzzle media on learning outcomes in science learning as much as 70.71%.
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