高中十年级三角教材中棋盘游戏“三角迷宫”的学习媒体开发

Tri Nova Hasti Yunianta
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引用次数: 2

摘要

在数学学习过程中,互动是必不可少的,因此,促进学生互动的有效手段是必不可少的。本研究旨在开发棋盘游戏学习媒体“三角迷宫”,该媒体足以在三角问题实践中实施。本研究采用研究与开发(R&D),利用ADDIE模型建立了5个阶段,即:分析、设计、开发、实施和评估。值得注意的是,该棋盘游戏已被教材和媒体专家澄清为有效的学习媒体,分别获得94%和86%的类别。安巴拉瓦高中一年级11年级的35名学生被选为参与者。结果表明,实践指数获得了优良类别(96%),Wilcoxon检验显著性结果为0.00(小于0.05),后测平均分高于前测。最终,研究人员得出结论,“三角学迷宫”是一种有效、实用和有效的学习媒体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
LEARNING MEDIA DEVELOPMENT OF BOARD GAME “THE LABYRINTH OF TRIGONOMETRY” IN TRIGONOMETRY MATERIALS FOR THE 10th GRADE SENIOR HIGH SCHOOL
Interaction is essential in mathematics learning process, so effective means to promote students’ interaction is compulsory. This research was appointed to develop the board game learning media “The Labyrinth of Trigonometry”, which is adequate to be implemented in trigonometry problem practices. Employing Research and Development (R&D), this research utilized the ADDIE model built of 5 stages, namely: analysis, design, development, implementation, and evaluation. Notably, this board game had been clarified to be a valid learning media by teaching material and media experts, exceptionally obtained 94% and 86% category. 35 students of 11th grade of Senior High School 1 Ambarawa were selected as the participants. The result showed that the practical index obtained excellent category (96%) and the Wilcoxon test significance result was 0.00 (less than 0.05) with higher posttest mean score than pretest. Eventually, the researcher concluded that “The Labyrinth of Trigonometry” was a valid, practical, and effective learning media.
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