基于游戏的学习媒体及其对学生学习成绩的影响

Alifah Istiqamah Irhad, Wahyu Ismail, Syahriani Syahriani, Syamsul Syamsul
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引用次数: 1

摘要

本研究旨在确定基于游戏的学习媒体对学生学习成绩的影响。本研究中采用的基于游戏的学习媒体是Quizziz。本研究设计采用准实验方法进行非等效控制组设计。研究样本包括20名学生,其中10名来自XI MIPA 5班作为实验班,10名来自XI MIPA 6班作为对照班。该研究工具是一种学习成绩测试,采用前测和后测的形式,有多达15个问题编号。基于游戏学习媒体的分析结果表明,使用Quizizz游戏学习媒体进行学习优于传统的学习方法。从quizizz游戏媒体t检验的计算可以看出,sig t计数为0.000<0.05,则接受H1,拒绝H0。得分分析结果表明,实验班的完整性平均达到76.40,标准较高,而对照班的常规学习方法为65.90,标准中等。总之,基于游戏的学习媒体被证明会影响学生对消化系统主题的学习成绩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAME-BASED LEARNING MEDIA AND ITS EFFECT TOWARD STUDENTS’ LEARNING ACHIEVEMENT
This study aims to determine the effect of game-based learning media toward students’ learning achievement. The game-based learning media implemented during this study was Quizziz. This research design used a Non-equivalent control group design with Quasi Experiment method. The research sample comprised 20 students, ten from class XI MIPA 5 as an experimental class and ten from class XI MIPA 6 as a control class. The research instrument is a learning achievement test in the form of a pretest and posttest with as many as 15 questions numbers. Based on the game-based learning media analysis result, it shows that implementing learning using Quizizz game-based learning media is better than conventional learning methods. It can be seen from the calculation of the quizizz game media t-test shows that the sig t count is 0.000 < 0.05, then H 1 is accepted, and H 0 is rejected. The results of the score analysis averaged the completeness of the experimental class reached 76.40 with high criteria, while the conventional learning method in the control class of 65.90 with medium criteria. All in all, game-based learning media is proved that it affects in the students’ learning achievement on digestive system topic.
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