通过游戏教育quizz对物理学习结果的在线学习

Nurfadilah Nurfadilah, Dian Pramana Putra, Riskawati Riskawati
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引用次数: 4

摘要

本研究使用的研究类型是预实验设计研究。本研究的目的是:1)描述SMA Negeri 5 Bone的MIPA X班学生在实施在线学习之前和之后使用教育游戏Quizizz学习的学习效果;2)描述在SMA Negeri 5 Bone实施在线学习前后,使用Quizizz教育游戏学习的X班MIPA学生学习成果的改善情况。本研究的样本为MIPA 1 SMA Negeri 5 Bone班的31名学生。本研究采用的数据收集技术是采用多项选择形式的前测和后测组成的测试。本研究的描述性分析结果显示,学生在后测中获得的分数远高于前测。其中,前测平均分为13.42分,标准差为4.20;后测平均分为23.98分,标准差为4.70。因此,在应用Quizizz教育游戏之前和之后,学生的学习成果都有所增加,其中增长属于中等类别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pembelajaran Daring Melalui Game Edukasi Quizizz Terhadap Hasil Belajar Fisika
The type of research used in this research is Pre-Experimental Designs research. The objectives of this research are: 1) To describe the learning outcomes of students in class X MIPA at SMA Negeri 5 Bone before and after the implementation of online learning with the educational game Quizizz in learning; 2) Describe the improvement in learning outcomes of students in class X MIPA at SMA Negeri 5 Bone before and after the implementation of online learning using the Quizizz educational game in learning. The samples in this study were students of class X MIPA 1 SMA Negeri 5 Bone which consisted of 31 students. The data collection technique used in collecting data in this study was by means of a test consisting of a pretest and posttest in the form of multiple choices. The results of the descriptive analysis in this study showed that the scores obtained by students in the posttest were much higher than the scores obtained in the pretest. Where the average score in the pretest is 13.42 with a standard deviation of 4.20, while in the posttest the average score obtained by students is 23.98 with a standard deviation of 4.70. So there is an increase in student learning outcomes before and after being taught by applying the Quizizz educational game, where the increase is in the moderate category.
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