学生在动物生命周期材料方面的科学学习成绩提高,使用教育媒体拼图游戏

Nurasia Nurasia, Opik Dwi Indah, Ismayanti Ismayanti, A.M. Nur Musaysar Misbah
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引用次数: 0

摘要

本研究的目的是通过益智媒体教育游戏提高四年级学生在科学科目中的学习效果。使用的研究类型是课堂行动研究(PTK),进行了2个周期。研究对象为16名小学二年级学生,其中男生9名,女生7名。数据采集采用学生学习成绩测试仪器。使用的数据分析是描述性数据分析。研究结果表明,通过益智媒体进行的益智游戏可以提高帕洛波市平塞普特中学四年级学生的学习成果。这可以从研究成功的指标中看出,其中≥75%的学生达到了KKM分数(70)。在第一个周期中,完成课程的学生为8人(50%),未完成课程的学生为8人(50%)。Cycle II增加到13人(81.25%),3人(18.75%)没有完成。可以得出,学生的学习成果提高了31.25%。关键词:学生学习成果,教育游戏,媒介谜题,科学学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Peningkatan Hasil Belajar Siswa dalam Pembelajaran IPA pada Materi Siklus Hidup Hewan Menggunakan Game Edukasi Media Puzzle
The aim of this research is to improve the learning outcomes of fourth grade students through educational games with puzzle media in science subjects at SDN 2 Pinceppute. The type of research used is Classroom Action Research (PTK) which was carried out for 2 cycles. The subjects studied were 16 grade IV students at SDN 2 Pinceppute, consisting of 9 male students and 7 female students. Data collection was carried out using a student learning achievement test instrument. Data analysis used is descriptive data analysis. The results of the study show that educational games through puzzle media can improve the learning outcomes of fourth grade students at SDN 2 Pinceppute, Palopo City. This can be seen from the indicators of research success, where ≥ 75% of students have achieved the KKM score (70). In cycle I, the number of students who had completed were 8 students (50%) and those who had not completed were 8 students (50%). Cycle II increased to 13 students (81.25%) and 3 students (18.75%) did not complete. It can be concluded that student learning outcomes have increased by 31.25%. Keywords: student learning outcomes, educational games, media puzzle, science learning .
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