通过kahoot辅助游戏竞赛团队进行生物技术学习的学生认知学习成果完备性分析

Radif Nur R.A, Ipah Budi Minarti, Eny Hartadiyati W.H, Risno Setiyono
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引用次数: 0

摘要

生物技术材料与使用生物科学来支持日常生活密切相关,因此学习过程应以有趣的教与学方法实施,以增强学生的理解。团队游戏竞赛学习模式是为学生创造有趣的教学氛围的一种合适的模式,因为它的实施是以学生之间的竞赛形式进行学习的。在实施方面,由Kahoot辅助的团队游戏锦标赛将进一步增强学习吸引力。本研究的目的是通过kahoot辅助团队游戏比赛,了解学生在生物技术学习中的认知学习成果完整性概况。研究类型为预实验设计,采用单次案例研究设计。研究对象为三宝垄小学12年级IPA 3班36名学生。研究结果表明,学生使用kahoot辅助团队游戏锦标赛模型完成生物技术学习。平均得分为84.4分,高于KKM的77分。此外,数据分析也证实了这一点,Sig. (2-tailed)的值为0.002 <0.05 = α, tcount >ttable。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Profile of Students' Cognitive Learning Outcome Completeness in Biotechnology Learning Through Kahoot-Assisted Game Tournament Teams
Biotechnology material is closely related to the use of biological sciences to support everyday life so the learning process should be implemented in a fun teaching and learning method to enhance students' understanding. The Teams Game Tournament learning model is an appropriate model to create a fun teaching and learning atmosphere for students because based on its implementation the learning is set in the form of a tournament among the students. In terms of its implementation, the Teams Game Tournament that is assisted by Kahoot will further enhance the learning attractiveness. The purpose of the study was to find out the profile of students' cognitive learning outcome completeness in biotechnology learning through the Kahoot-assisted Teams Game Tournament. The research type was a pre-experimental design with a one-shot case study research design. The research subjects involved 36 students of class XII IPA 3 of SMA Islam Sultan Agung 1 Semarang. The research results indicate that students complete biotechnology learning using the Kahoot-assisted Teams Game Tournament model. It is seen from the average score of 84.4, which is above the KKM score of 77. In addition, it is corroborated by data analysis, which indicates that the value of Sig. (2-tailed) is 0.002 <0.05 = α, and tcount > ttable.
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