{"title":"使用Quizizz app对学习结果的游戏学习影响","authors":"Sonali Arta Ully, Ika Parma Dewi","doi":"10.24036/voteteknika.v10i4.120039","DOIUrl":null,"url":null,"abstract":"This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"198 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar\",\"authors\":\"Sonali Arta Ully, Ika Parma Dewi\",\"doi\":\"10.24036/voteteknika.v10i4.120039\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.\",\"PeriodicalId\":383704,\"journal\":{\"name\":\"Voteteknika (Vocational Teknik Elektronika dan Informatika)\",\"volume\":\"198 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Voteteknika (Vocational Teknik Elektronika dan Informatika)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24036/voteteknika.v10i4.120039\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24036/voteteknika.v10i4.120039","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究的目的是确定基于游戏的学习方法的效果。关于电子工程基础的小测验。本研究属于一类准实验研究(Quasi Experimental research)。本研究以巴东SMK Negeri 5电子工程X班学生为研究对象。本研究的抽样技术采用目的性抽样的非概率抽样技术。获得对照班和实验班样本,各34名学生。该研究于2022年9月9日至10月25日进行。数据收集使用了学习成果测试中的15个客观问题。获得的信息进行人工分析,进行正态性检验、齐性检验和假设检验。研究测试结果显示,使用Game-Based Learning的学生平均得分为81.32分,而使用常规学习的学生平均得分为74.63分。研究假设的结果得到tcount 3.279 >表1.668,从而接受备择假设(Ha)或拒绝原假设(Ho)。可以得出结论,在Game-Based Learning学习方法中,学生的平均学习成果优于传统学习模式的学生平均学习成果。
Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar
This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.