Pengembangan gim kuis edukasi suplemen buku ajar pengantar dasar IPA berbasis website

R. Rohmani, Berta Apriza, Yasinta Mahendra
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引用次数: 1

Abstract

Technological developments in the digital era demands innovation in learning. Learning innovation is developed according to the needs and demands of solving problems in the field. This study aimed to develop a supplementary basic introductory science textbook in the form of a website-based quiz game that can be accessed using a smartphone. The textbook supplement quiz game was created with the aim of maximizing the use of smartphones owned by students and reducing the negative impacts of using smartphones in learning. The method in this study was Research and Development (R&D) method using a procedural model. The data collection instruments in this study were validation sheets, student response questionnaire sheets, and test questions. The test subjects in this study were 73 students of the elementary school teacher education program at the Muhammadiyah University of Kotabumi. The results of the quiz game feasibility test were 79.42% and were declared eligible because they were greater than 61%. The level of effectiveness of the quiz game is 90.47% and is declared effective because it is greater than 80%. Practical test of the practicality of using quiz games by 87.06% was declared practical because it was greater than 61%. The use of quiz games supplementing the basic introductory science textbooks can improve student learning outcomes and be able to reduce the negative impact of smartphone use and maximize the benefits of using smartphones in learning.
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基于网站开发IPA基础教科书教育测验
数字时代的技术发展要求学习创新。学习创新是根据解决领域问题的需要和要求而发展起来的。本研究旨在开发一种可以使用智能手机访问的基于网站的测验游戏形式的补充基础入门科学教科书。为了最大限度地利用学生拥有的智能手机,减少使用智能手机对学习的负面影响,开发了教科书补充问答游戏。本研究采用程序模型的研究与开发(R&D)方法。本研究的资料收集工具为验证表、学生回应问卷及测验题目。本研究以Kotabumi穆罕默迪亚大学小学教师教育计划的73名学生为研究对象。益智游戏可行性测试结果为79.42%,大于61%,宣告合格。该益智游戏的有效性水平为90.47%,大于80%即为有效。实用测试中使用益智游戏的实用性占87.06%,因为它大于61%。利用益智游戏作为基础科学入门教材的补充,可以提高学生的学习效果,减少智能手机使用的负面影响,最大限度地发挥智能手机在学习中的好处。
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发文量
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审稿时长
25 weeks
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