通过 Quizizz 游戏媒体学习数学,提高学生学习成绩

D. Dermawan, Alfitrah Ramadhan
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引用次数: 0

摘要

作为时代变迁的产物之一,科学和信息通信技术的进步对当今教育界的进步产生了积极影响。被称为工业革命 4.0 时代的数字化时代变化非常迅速。许多数字化学习应用程序可以作为学习支持媒体得到有效和高效的利用。这项研究要求进行学习媒体创新,使学生在教学过程中不会感到枯燥乏味。本研究的目的是:了解学生在上师大二博约内加拉分校 VIII 毕达哥拉斯定理教材中的学习成果的提高情况。这种研究属于课堂行动研究(CAR)。在 2020 年 1 月至 2 月期间,使用测试和观察方法收集数据。本研究的结果是:第一周期的平均学习成绩为63分,第二周期的平均学习成绩为78分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pembelajaran Matematika Melalui Media Game Quizizz Untuk Meningkatkan Hasil Belajar Siswa
The advancement of science and information and communication technology as one of the products of changing times has had a positive impact on the progress of today's education world. The era of digitalization called the era of the industrial revolution 4.0 made changes very quickly. Many digital learning applications can be used effectively and efficiently as learning support media. This research requires learning media innovation so that students do not feel bored during the teaching and learning process. Many digital learning applications that can be used effectively and efficiently as learning support media The purpose of this research is: to find out the increase in student learning outcomes in the VIIIath Pythagorean theorem material at SMPN 2 Bojonegara. This type of research is Classroom Action Research (CAR). Data collection using the test and observation methods from January to February 2020. The results of this study are; there is an increase in learning outcomes on average learning outcomes 63 in cycle I and 78 in cycle II.
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