关于如何使用Kahoot的有效性!提高学生的学习成绩

I. Irwan, Zaky Farid Luthfi, Atri Waldi
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引用次数: 59

摘要

本研究旨在衡量基于网络游戏的评估学习媒体的使用对提高学生学习成果的有效性。本研究采用准实验方法进行定量分析。每组样本数为30人。结果表明,Kahoot可以作为一种替代的高等教育互动学习媒体,因为它被证明可以显著改善学生的学习成果(F (1.58) = 0.001, p <0.05),即对照组和实验班之间存在差异,其中实验班的平均值(SD = 13.33, SD = 3.30)高于对照组(M = 10.50, SD = 2.81)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa
This study aims to measure the effectiveness of the use of assessment learning media based on online games which is Kahoot to improve student learning outcomes. This study uses a quantitative approach with the quasi experiment method. The number of samples in each group is 30 people. The results shows that Kahoot can be an alternative interactive learning media in higher education because it is proven to significantly improve student learning outcomes with F (1.58) = 0.001, p <0.05 that means there are deferences between control and experiment class which is mean of experiment class (SD = 13.33, SD = 3.30) is higher than control class (M = 10.50, SD = 2.81)
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