教育与旅游:在IAIN pareparee的伊斯兰旅游研究项目中,通过蛇和梯子游戏优化在线学习

Adhitia Pahlawan Putra, Mustika Syarifuddin, M. Munzir, M. Asrul, Andi Hasan Basri
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引用次数: 0

摘要

目的:本文的目标是建议课堂行动研究,通过蛇梯游戏来促进旅游学习。方法:本研究于2021年10月18日至11月14日在课堂环境中进行。33名学生参与了这项研究。本次课堂行动研究项目分为四个阶段:计划、阶段、准备、执行和评估。结果:课堂活动显示,第一个周期没有学生获得75分的预试成绩,只有5%的学生积极参与学习,课堂环境单调。与前一个循环相反,第二循环使用的蛇和梯子游戏导致得分在第75百分位以上的学生得分达到98%,参与度增加了90%。此外,他们积极而富有表现力地参与到他们的教育中,这对学习环境产生了良好的影响。贡献:在包括PAUD、小学和初中在内的各个阶段,蛇梯式媒体一直被用来激励学生学习,改善学习成果,增强自信心。然而,将旅游与学生群体结合到蛇梯游戏媒体中是新颖的,并增加了有关这方面的文章。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Education and Tourism: Optimizing Online Learning through Snakes and Ladders Game at the Islamic Tourism Study Program of IAIN Parepare
Purpose: This article's goal is to suggest classroom action research to enhance tourism learning through the game of snakes and ladders.. Method: This study was conducted in a classroom setting from October 18 through November 14, 2021. 33 students are the study's participants. There were four stages of this classroom action research project: planned, stages, preparation, execution, and assessment.. Result: The class activity revealed that no students in the first cycle received a pre-test score of 75, that only 5% of students actively engaged in their learning, and that the classroom environment was monotonous. Contrary to the previous cycle, cycle II's use of the snake and ladder game resulted in a score of 98 percent for students who scored above the 75th percentile and an increase in participation of 90 percent. Additionally, they participate in their education actively and expressively, which has a favorable impact on the learning environment. Contribution: In various segments, including PAUD, elementary, and junior high schools, snakes and ladders media has long been used to motivate students to learn, improve learning outcomes, and boost self-confidence. However, incorporating tourism into snakes and ladders media with the student segment is novel and adds to articles about this.
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