通过在 Bina Bangsa 信息技术初中学生中使用基于技术的教育游戏提高学生的学习精神

Desty Endrawati Subroto, Husna Nabilah, Inggit Eka Wahyuni, M. Mulyati, Universitas Bina, Serang Bangsa, Meningkatkan Semangat, Belajar Siswa, Melalui Penggunaan, Game Edukasi Berbasis
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引用次数: 0

摘要

在当前的数字化时代,学习支持学生的学习热情,有很多学习可以培养学生的学习热情,传统的学习有时会让学生在学习过程中产生厌倦感。在培养学生学习热情的过程中,教师的作用也非常重要,有趣的学习过程和活跃的课堂气氛都可以成为培养学生学习热情的因素。当今被广泛使用的学习媒体是教育游戏。教育游戏是一种学习媒介,它描述了一种旨在帮助学习过程的游戏。这项社会化活动旨在通过使用游戏引擎,将技术应用于教育领域。技术在教育领域的应用也成功地创造了一个有趣的学习过程,例如教育游戏,将游戏和学习结合在一起,经常使用的教育游戏有 assembler edu、wordwall 和 Construct 2。这次社交活动在 Bina Bangsa IT SMP 大厅举行,共有 39 名七年级学生参加。校长和教师委员会与顾问 Desty Endrawati Subroto M.Pd. Mrs.
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Meningkatkan Semangat Belajar Siswa Melalui Penggunaan Game Edukasi Berbasis Teknologi Pada Siswa SMP IT Bina Bangsa
In the current digital era, learning supports students' enthusiasm for learning, there is a lot of learning that can foster enthusiasm for learning, conventional learning sometimes makes students bored in following the learning process. The role of the teacher is also very important in fostering enthusiasm for learning in students, an interesting learning process and an active classroom atmosphere can be a factor in fostering enthusiasm for learning. The learning media that is widely used today is educational games. Educational games are a learning medium that describes a game designed to help the learning process. This socialization activity aims to utilize the use of technology in the field of education by using a game engine. The use of technology in the field of education has also succeeded in creating an interesting learning process, for example educational games, combining play and learning, examples of educational games that are often used are assembler edu, wordwall and Construct 2. This socialization activity took place in the Bina Bangsa IT SMP Hall involving 39 7th grade students. This activity was attended by the Principal and the Teacher Council with resource persons Mrs. Desty Endrawati Subroto M.Pd.
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