Students' Response to The Development of U-GEO Media Trading Card Game (TCG) with Teams Games Tournament (TGT)

Fahmi Imamul Habiby, Rindawati Rindawati, Bambang Sigit Widodo
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Abstract

The results of observations in class XI Social Sciences, the learning media used were only blackboards and PowerPoint. The media can make students bored and unable to attract interest in learning. This study aims to determine students' responses to TGC learning media on the material of cultural diversity in Bangkalan. Research using descriptive method with a quantitative approach. Data collection tool used is a questionnaire sheet. The data analysis technique used in this study is data reduction, data presentation and conclusion. The results showed that the percentage of responses of students in class XI IPS SMAN 1 Bangkalan to TGC learning media on the cognitive dimension indicators of content understanding averaged 86.2%, indicators of clarity of learning instructions and information averaged 86% and indicators of suitability of the average card display average 87.8%. On the affective dimension of student responses on motivation indicators obtained an average percentage of 86.8%, attractiveness indicators an average of 89.8% and curiosity indicators an average of 85.6%. On the conative dimension, the response of students to the indicator asking an average of 86.6% and the indicator responding to questions is an average of 95.6%.
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学生对开发 U-GEO 媒体交易卡游戏(TCG)与团队游戏锦标赛(TGT)的反应
在社会科学十一年级的观察结果显示,使用的学习媒体只有黑板和 PowerPoint。这些媒体会让学生感到枯燥乏味,无法吸引他们的学习兴趣。本研究旨在确定学生对有关邦加兰文化多样性材料的 TGC 学习媒体的反应。研究采用描述性方法和定量方法。使用的数据收集工具是问卷调查表。本研究采用的数据分析技术是数据还原、数据展示和结论。结果显示,在认知维度上,十一年级 IPS SMAN 1 Bangkalan 班学生对 TGC 学习媒体的反应百分比中,内容理解指标平均为 86.2%,学习指导和信息清晰度指标平均为 86%,平均卡片显示合适度指标平均为 87.8%。在情感维度上,学生对动机指标的平均回答率为 86.8%,对吸引力指标的平均回答率为 89.8%,对好奇心指标的平均回答率为 85.6%。在内涵维度上,学生对提问指标的平均回答率为 86.6%,对问题的平均回答率为 95.6%。
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