在印尼语学习中开发基于网站的辩论文本游戏化学习媒体

Purwati Zisca Diana, Ika Putri Indriyani, Roni Sulistiyono, Putri Ayu Wulandari, Revola Aridya Prafitra
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引用次数: 0

摘要

这项研究和开发的动机是印尼的语言学习,尤其是高中十年级的辩论课教材中缺乏创造性的学习媒体。因此,有必要开发基于网站的游戏化学习媒体,使学习更具创造性和创新性。直到研究者开发了基于网站的 "伽马历险记 "游戏化课堂,以确定在X年级高中辩论课文中开发基于网站的 "伽马历险记 "游戏化的可行性,以及(3)确定正在开发的游戏化试验的有效性。本研究采用研究与开发(R&D)研究方法,使用 ADDIE(分析、设计、开发、实施和评估)开发程序。在本研究中,采用的是 ADDIE 开发流程。本研究使用的数据收集技术和工具是问卷调查表,使用的信息分析技术是定量描述性数据分析。研究结果表明,所开发的学习媒体属于 "很好 "类别。平均得分 85.2 分证明了这一点,适合进行有效性测试。从教材专家那里得到的平均分是 100 分,从媒体专家那里得到的平均分是 78.8 分,从教学专家那里得到的平均分是 77 分。基于这些结果,可以得出结论,基于网站的 "伽马历险记 "游戏化在高中十年级辩论课文中的开发研究被用作媒体。学习可以激励学生跟随印尼语学习系列,特别是在辩论教材中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing Website-Based Gamification Learning Media on Debate Texts in Indonesian Language Learning
This research and development is motivated by the lack of creative learning media in Indonesian language learning, especially in grade X high school debate text material. Therefore, there is a need to develop website-based gamification learning media that makes learning more creative and innovative. Until the researcher developed the Website-Based "Adventure of Gama" Gamification in Class to determine the feasibility of developing website-based "Adventure of Gama" gamification in class X high school debate texts, and (3) to determine the effectiveness of the gamification trials being developed. This research uses the Research and Development (R&D) research method, using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development procedure. In this research, the ADDIE development procedure. The subjects in this research were class X high school students The data collection technique and instrument used in this research is a questionnaire sheet, while the information analysis technique used is quantitative descriptive data analysis. The research results show that the learning media developed is in the "Very Good" category. This is proven by obtaining an average score of 85.2 and is suitable for testing to obtain an effectiveness test. The average obtained from material experts was 100, from media experts as much as 78.8, and teaching experts as much as 77. Based on these results, it can be concluded that research into the development of website-based "Adventure of Gama" Gamification in Class X High School Debate Texts was used as media. learning that can motivate students to follow the Indonesian language learning series, especially in debate material.
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