虚拟学习与学生动机:通过Quizizz实现“游戏第一

Nurul Ahsin, C. Rahmawati
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引用次数: 2

摘要

本研究的重点是实施“游戏排名第一”的方法,以提高学生的学习动机在SMPN 3, Pare, Kediri伊斯兰宗教教育科目。通过这种学习方法,期望在线教学和学习过程以学习者为中心,教师作为向导。本研究采用定性方法和描述性方法。通过访谈、观察和文档收集数据的技术。参与这项研究的调查对象是一名伊斯兰宗教教育教师和几名Kediri市SMPN 3 Pare小学七年级的学生。研究结果表明:1)“游戏排名第一”方法在伊斯兰教育中的应用是分阶段实施的;准备,以考勤和展示学习步骤的形式;通过向学生提供Quizizz网站链接和代码实现;评估学习成果。2)通过“游戏排名第一”的方法,学生的内在动机得到了提高,表现为学生的学习热情和浓厚的兴趣;在外在动机的同时,学生被教师以价值奖励和表扬的形式提供的刺激和以增加问题和作业的形式进行的惩罚所吸引。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Learning And Students Motivation: Implementation The “Game Ranking 1st” Through Quizizz
The study focuses on the implementation of the “Game Ranking 1st” method to increase student learning motivation in the subject of Islamic Religious Education at SMPN 3, Pare, Kediri. Through this learning method, the online teaching and learning process is expected to be learner-centered, while the teacher acts as a guide. This study uses qualitative approaches and descriptive methods. Data Collection techniques through interviews, observation, and documentation. The informants involved in this study were a teacher of Islamic Religious Education and several students at grade VII of SMPN 3 Pare, Kediri. The result of this study indicates that: 1) The application of the “Game Ranking 1st” method in Islamic Education is implemented in stages; preparation, in the form of checking attendance and presenting learning steps; implementation, by providing the Quizizz web link along with the code to students; and evaluate learning outcomes. 2) Through the “Game Ranking 1st” method, student’s intrinsic motivation is increased marked by their enthusiasm and high interest in learning, along with extrinsic motivation, they are attracted by the stimulus provided by the teacher in the form of value rewards and praise, and punishment in the form of adding questions and assignment.
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