Lusiana Agustina Sri Mudjiningsih, Wahyu Prihanta, Fita Safitri
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引用次数: 0

摘要

本研究的目的是描述基于问题的学习模式与游戏比赛在改善初中二年级学生印尼语新词汇材料学习成果中的应用和改进。这种类型的研究是课堂行动研究。这类研究采用观察法的数据收集模型,同时也采用定量数据分析技术,即描述性地描述结果。分析通过PBL学习模式与游戏比赛,分析数据是否能提高学生的创造力。结果表明,使用PBL学习模型有一定的效果,在第一个周期的结果中,平均有80%的学生超过了KKM极限。由此可以得出结论,PBL模型在印度尼西亚科目的词汇材料中使用游戏比赛游戏,以努力增加结果学习被宣布成功,已经超过了KKM极限。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
UPAYA PENINGKATAN HASIL BELAJAR BAHASA INDONESIA MATERI KOSAKATA BARU MELALUI MODEL PEMBELAJARAN PBL DENGAN GAMES TOURNAMENTS PADA KELAS 2 SDN JUNREJO 2 BATU
The purpose of this study was to describe the application and improvement of learning outcomes using the Problem Based Learning learning model with Games Tournaments in improving Indonesian learning outcomes for new vocabulary material in class II students at SDN Junrejo 2 Batu. This type of research is classroom action research. This type of research uses a data collection model by means of observation and also uses quantitative data analysis techniques, namely describing the results descriptively. The analysis used to analyze whether data increases students creativity through the PBL learning model with games tournaments. The results showed that there was an effect of using the PBL learning model which was shown form the results of cycle one with an average of 80% having exceeded the KKM limit. With this it can be concluded that the use of PBL model in vocabulary material for Indonesian subjects with games tournaments games in an effort to increase results learning is declared successful has passed the KKM limit.
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发文量
19
审稿时长
24 weeks
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