印度尼西亚语考试中游戏应用的使用评价(SMAN 1波兰harjo Klaten案例研究)

Yanuar Bagas Arwansyah, Nina Queena Hadi Putri, Ryan Hidayat, K. Khotimah, Sarwiji Suwandi
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引用次数: 2

摘要

本研究旨在通过在SMA Negeri 1 Polanharjo的印度尼西亚科目中使用游戏应用程序来评估考试的实施情况。本研究采用案例研究策略的定性方法;研究数据是通过观察和访谈获得的;数据有效性是通过对数据和数据源进行三角剖分来实现的。研究结果表明:(1)印尼语考试的实施使用了Scorative游戏应用程序作为学习评价工具;(2)在考试中使用分数游戏的优点,即使学生更有积极性地进行考试,使考试气氛更有趣;(3)分数游戏的使用不足,即由于设施和基础设施的限制以及人力资源在技术使用方面的能力,分数游戏无法用于大规模考试;(4)在实施游戏考试中出现的障碍,即设备、网络的质量和数量以及学生对应用程序使用的理解水平的准备因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluasi Pemanfaatan Aplikasi Game dalam Ujian Bahasa Indonesia (Studi Kasus di SMAN 1 Polanharjo Klaten)
This study aims to evaluate the implementation of the exam by utilizing game applications in Indonesian subjects at SMA Negeri 1 Polanharjo. This study involved a teacher and four students, consisting of two students in class X and two in class XI. This research uses a qualitative approach with a case study strategy; research data is obtained by observation and interviews; data validity is done by triangulation of data and sources. The results of the research: (1) the implementation of the Indonesian language exam at SMA Negeri 1 Polanharjo has used the Scorative game application as a learning evaluation tool; (2) the advantages of using Scorative games in exams, namely making students more enthusiastic in carrying out exams and making the exam atmosphere more fun; (3) deficiencies in the use of Scorative games, namely that they cannot be used for large-scale examinations due to limited facilities and infrastructure as well as the competence of human resources in the use of technology; and (4) obstacles that arise in the implementation of game-based exams, namely the readiness factor for the quality and quantity of devices, networks, and the level of students' understanding of the use of applications.
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