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Analisis Muatan Literasi Budaya dan Kewargaan Pada Buku Siswa Tema 1 Kelas IV Sekolah Dasar 对小学四年级学生主题1的文化识字和公民身份的分析
Pub Date : 2023-08-04 DOI: 10.60132/jip.v1i2.57
Sinwani Sinwani, Dessy Setyowati, Yunika Afryaningsih
The purpose of this study was to find out the contents of cultural literacy and citizenship in the Student's book Theme 1 The Beauty of Togetherness in Elementary Schools. The research method used in this study is a qualitative research method. Research on the theme 1 student book shows that cultural aspects as a natural way of thinking through language and behavior are not included in the theme 1 student book. Aspects of Art as a Cultural Product are included in the theme 1 student book and have provided space for students to add insight and skills The aspects of Multicultural Citizenship and Participation are the aspects that appear the most in Theme 1 student books. The aspect of nationalism is included in the student book on theme 1. This can be seen from awareness in public relations as citizens The inclusiveness aspect is contained in the theme 1 student book, this can be seen from the indicators of building tolerance and respect for culture. Aspect Direct Experience in the theme 1 student book is included, this can be seen in the student activities contained in the student book theme 1 the beauty of togetherness.
本研究的目的是找出学生书籍主题一《小学团结之美》中文化素养与公民身份的内容。本研究采用的研究方法是定性研究方法。对主题1学生用书的研究表明,文化方面作为一种通过语言和行为的自然思维方式并没有包括在主题1学生用书中。艺术作为一种文化产品的各个方面都包含在主题1的学生书籍中,并为学生提供了增加洞察力和技能的空间。多元文化公民身份和参与方面是主题1学生书籍中出现最多的方面。民族主义方面包含在主题1的学生用书中。这可以从公共关系作为公民的意识中看出。包容性方面包含在主题1学生书中,这可以从建立宽容和尊重文化的指标中看出。在主题1的学生用书中包含了直接体验,这可以从学生用书主题1所包含的学生活动中看到团结之美。
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引用次数: 0
Pembelajaran Pencemaran Lingkungan Menggunakan Model Discovery Learning berbasis STEAM terhadap Keterampilan Berpikir Kreatif Siswa Kelas X MIPA 环境污染研究采用基于STEAM的学习模式,以X MIPA为基础的学生的创造性思维技能
Pub Date : 2023-08-02 DOI: 10.60132/jip.v1i2.67
Rd Fauzan Rachmat Supriaman
Creative thinking skill is the one of high orther thinking skill that needed to create development for education in Indonesia at 21st century. An initial study from one of senior high schools in Ciamis district showed that students' creative thinking skills tended to be low because the model that used for learning was not appropriate. The purpose of this study was to determine the effect of Discovery Learning model-based STEAM on students' creative thinking skills in the environmental pollution submaterial. This research was conducted using a Quasi Experiment with a Purposive Sampling technique for two classes that were used as subjects and research samples consisting of control and experimental classes. Pretest and posttest which contain indicators of creative thinking are given to students to measure the effect which is tested using prerequisite tests and hypothesis testing. The results of the prerequisite test show that the post-test data are normally distributed and not homogeneous. The hypothesis test gave the result that there was an influence on students' creative thinking skills after using the Discovery Learning model based STEAM in the submaterial of environmental pollution.
创造性思维能力是21世纪印尼教育发展所需要的重要思维能力之一。一项来自Ciamis区的一所高中的初步研究表明,由于使用的学习模式不合适,学生的创造性思维能力往往较低。本研究旨在探讨以发现学习模式为基础的STEAM对学生在环境污染物质情境下的创造性思维能力的影响。本研究采用目的性抽样的准实验方法,以两个班级为研究对象,研究样本由控制班和实验班组成。对学生进行包含创造性思维指标的前测和后测,以衡量使用前提测试和假设测试进行测试的效果。前提检验结果表明,后验数据呈正态分布,不均匀。假设检验的结果是,在环境污染的次物质中,使用基于STEAM的发现学习模式对学生的创造性思维能力有影响。
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引用次数: 0
Pengaruh Pembelajaran Menggunakan Model Project Based Learning berbantu Padlet terhadap Keterampilan Berpikir Kreatif Siswa 使用基于学习模式的项目对学生的创造性思维技能的学习影响
Pub Date : 2023-08-02 DOI: 10.60132/jip.v1i2.69
Rizka Nurwati Yanuar, I. Suhada, Sri Maryanti
Keterampilan berpikir kreatif siswa merupakan salah satu keterampilan yang harus dimiliki siswa pada abad ke-21 ini. Keterampilan berpikir kreatif siswa dapat diukur melalui hasil test yang diberikan kepada siswa. Penelitian bertujuan untuk mendeskripsikan pengaruh pembelajaran menggunakan model project based learning berbantu padlet terhadap berpikir kreatif siswa pada materi kingdom plantae. Penelitian eksperimen ini menggunakan non-equivalent control group design. Populasi dalam penelitian ini adalah seluruh kelas X SMA disalah satu sekolah kabupaten Bandung. Sampel penelitian menggunakan dua kelas dengan metode quasi eksperimen dan teknik purposive sampling. Instrumen penelitian terdiri atas lembar observasi dan soal tes essay yang mencakup indikator berpikir kreatif siswa dengan analisis data uji prasyarat dan uji hipotesis. Hasil penelitian yang dilakukan dengan uji independent sample t test diperoleh nilai thitung 0,001 < 0,05 menunjukan bahwa terdapat pengaruh positif pada penggunaan model pembelajaran project based learning berbantu padlet terhadap keterampilan berpikir kreatif siswa.
学生的创造性思维技能是21世纪学生应该具备的技能之一。学生的创造性思维能力可以通过给学生的测试结果来衡量。研究的目的是用基于学习的项目模型来描述学习对学生在王国主题材料上的创造性思维的影响。这项实验研究使用非equivalent控制组设计。这项研究的人口是万隆县一所学校的全部X级高中。采用实验四年级方法和采样技术进行的研究样本。研究工具包括一份观察和测试论文,其中包括学生的创造性思维指标,以及先决条件测试和假设测试数据分析。通过独立样本测试进行的研究得出的结论是,基于学习模式的项目学习模式对学生的创造性思维技能的使用产生了积极的影响。
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引用次数: 0
Model Pembelajaran Problem Based Learning: Sebuah Model Pembelajaran Yang Dapat Meningkatkan Keterampilan Berpikir Kreatif Peserta Didik pada Materi Metabolisme 基于学习的问题学习模式:一种可以提高参与者代谢材料的创造性思维技巧的学习模式
Pub Date : 2023-08-02 DOI: 10.60132/jip.v1i2.41
Ainun Azizah, I. Suhada, Epa Paujiah
The Problem Based Learning learning model is considered suitable to be applied to the teaching of metabolism material, because the learning process includes the cognitive and affective domains of students so that they can achieve creative thinking processes. The purpose of this study is to find out the increase in students' creative thinking in class XII SMA-X metabolism material through the application of the Problem Based Learning (PBL) learning model assisted by e-LKPD learning media. This study used a quantitative approach and the research method used was experimental research with a quasi-experimental design. The results of the study show that the application of the Problem Based Learning learning model can improve creative thinking skills. This is evidenced by the acquisition of N-Gain scores in classes that use the Problem Based Learning learning model assisted by e-LKPD learning media of 0.64 in the medium category. The N-gain value was obtained from the analysis of students' pretest and posttest scores. The use of the Problem Based Learning learning model assisted by e-LKPD learning media has an effect on students' critical thinking skills. The increase in the results of students' test scores proves that the Problem Based Learning learning model is useful for improving students' creative thinking skills in metabolic material.
基于问题的学习模式被认为适合应用于代谢材料的教学,因为学习过程包含了学生的认知和情感领域,从而使学生达到创造性思维的过程。本研究的目的是通过应用e-LKPD学习媒体辅助的PBL学习模式,了解在十二班SMA-X代谢材料中学生创造性思维的提高。本研究采用定量研究方法,采用准实验设计的实验研究方法。研究结果表明,应用基于问题的学习模式可以提高学生的创造性思维能力。使用e-LKPD学习媒体辅助的Problem - Based Learning学习模型的班级在中等类别中获得了0.64的N-Gain分数,证明了这一点。n增益值是通过分析学生的测前和测后成绩得出的。在e-LKPD学习媒体的辅助下,使用基于问题的学习模式对学生的批判性思维能力有影响。学生考试成绩的提高证明了基于问题的学习模式对于提高学生在代谢材料中的创造性思维能力是有用的。
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引用次数: 0
Modul Ajar berbasis Kearifan Lokal Tema 4 Berbagai Pekerjaan Kelas IV di Sekolah Dasar 地方智慧教学模块4主题四年级各种工作在小学
Pub Date : 2023-07-30 DOI: 10.60132/jip.v1i2.51
Dita Eka Putri Dewanti, Dessy Setyowati, Muhammad Aqmal Nurcahyo
Research on the development of teaching modules based on local wisdom, theme 4, various job in elementary schools grade IV has been carried out at SDN 08 Sungai Raya. The subjects of this study were 22 students of class IV B. The research method used was research and development or Research and Development using the ADDIE model. Data collection techniques were carried out using validation sheets, questionnaires and questions. The validation results from linguists obtained an average percentage of 93% with very good criteria, the assessment results from material experts obtained an average percentage of 80% with good criteria and the assessment results from design experts obtained an average percentage of 83% with the criteria Very good. The results of the student response questionnaire for the small group trial with a total of 9 students obtained an assessment result of 93% which was very good and the results for the large group trial with a total of 22 students obtained an assessment result of 91% which was very good. The results of the large group trial with a total of 22 students obtained a high value of 0.81. Based on the results of this study, it can be concluded that the teaching modules based on local wisdom, theme 4, various class IV jobs in this elementary school can be used as one of the teaching materials at SDN 08 Sungai Raya.
在SDN 08 Sungai Raya进行了基于地方智慧、主题4、小学四年级各种作业的教学模块开发研究。本研究的研究对象为22名四b班学生,研究方法为研究与开发或研究与开发,采用ADDIE模型。使用验证表、问卷和问题进行数据收集技术。语言学家的验证结果平均百分比为93%,标准非常好;材料专家的评估结果平均百分比为80%,标准良好;设计专家的评估结果平均百分比为83%,标准非常好。小组试验共9名学生的学生反应问卷的评估结果为93%,非常好;大组试验共22名学生的学生反应问卷的评估结果为91%,非常好。共22名学生的大群体试验结果获得了0.81的高值。根据本研究的结果,可以得出结论,基于当地智慧,主题4,该小学的各种四班工作的教学模块可以作为SDN 08 Sungai Raya的教材之一。
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引用次数: 0
Model Pembelajaran Double Loop Problem Solving (DLPS) dalam Pembelajaran Fisika pada Materi Gerak Melingkar Beraturan 双循环问题学习模式学习物理在不规则的圆形运动材料
Pub Date : 2023-07-29 DOI: 10.60132/jip.v1i2.71
Muhammad Yoggi Prastya Batulieu
Tujuan penulisan artikel ini diantaranya adalah 1) Menjelaskan hakikat model pembelajaran DLPS (Double Loop Problem Solving); 2) Menjelaskan langkah-langkah model pembelajaran DLPS (Double Loop Problem Solving); 3) Menjelaskan kelebihan dan kekurangan model pembelajaran DLPS (Double Loop Problem Solving); dan 4) Menyusun sintaks pembelajaran Fisika dengan model DLPS (Double Loop Problem Solving) pada materi Gerak Melingkar Beraturan. Metode yang digunakan dalam penulisan artikel ini adalah metode pustaka. Teknik analisis data dalam artikel ini yaitu merangkum, menyajikan teori, dan memberikan kesimpulan. Berdasarkan pembahasan yang telah dilakukan, dapat diambil kesimpulan, yaitu 1) DLPS (Dooble-Loop Problem Solving) adalah salah satu modifikasi dari pembelajaran problem solving atau pemecahan masalah dengan penekanan pada pencarian penyebab utama dari timbulnya masalah yang diberikan; 2) Langkah-langkah dari DLPS (Dooble-Loop Problem Solving) adalah mengidentifikasikan masalah, lalu mendeteksi penyebab langsung dan secara cepat menerapkan solusi sementara, lalu mengevaluasi keberhasilan dari solusi sementara, setelah itu memutuskan apakah analisis akar masalah diperlukan atau tidak, jika dibutuhkan maka dilakukan deteksi terhadap penyebab masalah yang levelnya lebih tinggi, lalu merancang solusi akar masalah; 3) Kelebihan model pembelajaran DLPS (Double Loop Problem Solving) diantaranya melatih peserta didik untuk mendesain suatu penemuan, berpikir kritis, memecahkan masalah yang dihadapi secara realistis, mengidentifikasi dan melakukan penyelidikan, menafsirkan dan mengevaluasi hasil pengamatan dan merangsang perkembangan kemajuan berpikir peserta didik. Kekurangan model pembelajaran DLPS (Double Loop Problem Solving) diantaranya memerlukan alokasi waktu yang lebih panjang, kesulitan dalam mengevaluasi secara tetap proses pemecahan masalah, kesulitan mencari masalah yang tepat atau sesuai dengan taraf perkembangan dan kemampuan peserta didik; dan 4) Sintaks DLPS (Dooble-Loop Problem Solving) adalah identifikasi, deteksi kausal, solusi tentatif, pertimbangan solusi, analisis kausal dan rencana solusi yang terpilih.
写这篇文章的目的包括1)解释dips学习模式(问题解决的双重循环)的性质;2)解释dips学习模式的步骤(双循环问题解决);3)描述dips学习模式的优点和缺点(双循环问题解决);和4)将物理学习句法与可折叠的循环问题形成在有规律的圆形运动材料上。本文采用的方法是库法。本文分析数据的技术包括总结、提出理论和得出结论。根据所进行的讨论,我们可以得出这样的结论:DLPS(问题解决循环)是解决问题学习的一种改进,重点是寻找问题出现的主要原因;2)从DLPS步骤(Dooble-Loop问题解决)是查出问题,然后快速检测的直接原因和应用解决方案的临时解决方案,然后评估成功是暂时的,在那之后决定是否需要分析问题的根源,还是没有,如果需要那么做对更高水平的问题的原因,然后检测设计解决问题的根源;其中包括训练学习者设计发现、批判性思维、解决现实面临的问题、识别和进行调查、解释和评估观察结果以及刺激学习者思维进步。其中包括dips学习模式(双重问题解决循环)的缺陷,需要更长的时间分配,无法持续评估问题解决过程,无法找到合适的问题或适应学习者的发展和能力;和4)解决问题的语法路径是识别、因果检测、试探性解决方案、试探性考虑解决方案、因果分析和选定的解决方案计划。
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引用次数: 0
Pengembangan Media Pembelajaran Kartu Cerdas sebagai Penguatan Keterampilan Membaca Siswa Kelas Rendah di Sekolah Dasar 智能学习媒体发展,以加强小学低年级学生的阅读技能
Pub Date : 2023-07-22 DOI: 10.60132/jip.v1i2.56
I’in Mur Arizah, Yunika Afryaningsih, Dessy Setyowati
This researcher aims to develop Smart Card learning media which is motivated by the lack of utilization of the media used by educators until causing monotony and lack of student response in learning so that it has an impact on reading skills. The use of media in learning can help foster student focus. Smart Cards are cards that contain writing and pictures, so students can easily digest the writing with the help of pictures. This research is a development research that refers to the developer model Borg and Gallaccording to the developer which uses seven stages in the research namely Research and Information Collection, Planning, Develop Preliminary Form of Product, Preliminary Field Testing, Operational Product Revision, Main Field Testing, Operational Field Testing.Based on the research results, validation results of media experts obtained score data of 92% with the criteria of "Very Eligible", from linguists with a score of 87% with the criteria "Very Eligible", from material experts with a score of 91% with the criteria of "Very Eligible", as well as the results of large-scale field trials with the value of the questionnaire filled in by students obtaining 95% with the criteria of "Very Practical". The questionnaire filled out by the teacher or colleagues obtained 97% with the criteria "Very Practical". Fill in the observation sheet questionnaire to get 100% with the criteria "Very Practical”. Questionnaire observation sheets of students' reading skills obtained 65% having achieved a classical completeness standard of 65%.
本研究的目的是开发智能卡学习媒体,其动机是由于教育者使用的媒体缺乏利用,导致学习单调,学生缺乏反应,从而对阅读技能产生影响。在学习中使用媒体可以帮助培养学生的注意力。智能卡是包含文字和图片的卡片,学生可以借助图片轻松消化文字。本研究是一项开发研究,指的是Borg和galler的开发模型,根据开发人员,在研究中使用七个阶段:研究和信息收集,规划,开发产品的初步形式,初步现场测试,可操作的产品修订,主要现场测试,可操作的现场测试。在研究结果的基础上,媒体专家的验证结果以“非常合格”为标准获得了92%的得分数据,语言学家的验证结果以“非常合格”为标准获得了87%的得分数据,材料专家的验证结果以“非常合格”为标准获得了91%的得分数据,以及大规模现场试验的结果,学生填写的问卷值以“非常实用”为标准获得了95%的得分数据。老师或同事填写的问卷得分为97%,标准为“非常实用”。填写观察表问卷,以“非常实用”为标准获得100%。学生阅读技能问卷观察表达到65%,达到65%的经典完备性标准。
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引用次数: 0
Pengaruh Model Pembelajaran SQ3R Berbantu Wordwall Terhadap Hasil Belajar Siswa Pada Materi Sistem Indera SQ3R学习模式有助于Wordwall的学生学习感官系统材料
Pub Date : 2023-07-22 DOI: 10.60132/jip.v1i2.61
Azkiyatun Nisa, R. Pramadi, Hadiansah Hadiansah
This research is motivated by problems that are often encountered in learning biology in the form of a lack of motivation to learn, which results in low student learning outcomes. The purpose of this study was to analyze the effect of the Wordwall-assisted Survey, Question, Read, Recite, Review (SQ3R) learning model on student learning outcomes on sensory systems. The method in this study was quasi-experimental with a non-equivalent control group design. The instruments used were observation sheets, multiple-choice questions and student response questionnaires. The results showed that the implementation of teacher and student activities was in a very good category. Student learning outcomes were analyzed using SPSS version 26 to obtain an Asymp value. Sig (2-tiled) is 0.018 < 0.05, thus the hypothesis is accepted, that is, there is an influence of the Wordwall-assisted SQ3R method on student learning outcomes. Student responses to the learning process of the SQ3R model assisted by Wordwall gave positive responses with very good interpretations. The conclusion of this study is that the Wordwall-assisted SQ3R learning model has a positive effect on student learning outcomes in sensory system material.
本研究的动机来自于在生物学学习中经常遇到的问题,即缺乏学习动机,导致学生学习效果不佳。本研究的目的是分析wordwall辅助的调查、提问、阅读、背诵、复习(SQ3R)学习模式对学生感官系统学习成果的影响。本研究采用准实验方法,采用非等效对照组设计。使用的工具是观察表、选择题和学生回答问卷。结果表明,师生活动的实施情况处于很好的一类。使用SPSS 26版分析学生的学习成果以获得Asymp值。Sig (2-tile)为0.018 < 0.05,因此假设被接受,即wordwall辅助的SQ3R方法对学生学习成果有影响。学生对Wordwall辅助的SQ3R模型学习过程的反应是积极的,并且有很好的解释。本研究的结论是,wordwall辅助的SQ3R学习模式对学生感官系统材料的学习效果有积极的影响。
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引用次数: 0
Evaluasi Fun Learning Pembelajaran SKI pada Generasi Alpha di MI Al Fitroh MI Al Fitroh第一代阿尔法学习滑雪的乐趣评估
Pub Date : 2023-07-21 DOI: 10.60132/jip.v1i2.42
Nafisah Izzah, Mohammad Sahlan, Sofyan Hadi
Generation Alpha is a generation that is currently still classified as children, the highest age in the Alpha generation is still in elementary school. The Alpha generation also experienced when the world was hit by the Covid-19 wave when PSBB and PPKM were imposed by the government, making the Alpha generation stay in their respective homes, including learning online. Covid contributed to the Alpha generation to be more familiar with the digital world, the effect is that due to the lack of interaction with many people / the general public, many are very dependent on devices. The purpose of this study is to find an overview of the implementation of learning, efforts to provide fun learning methods and their evaluation by teachers in learning SKI in the Alpha Generation at MI Al Fitroh. Islamic cultural history stands alone as a subject that is part of Islamic religious education. The explanation obtained when the SKI lesson took place, many students were sleepy, bored or unfocused because the content of the material and the way the teacher delivered it were considered less than optimal. The research method used is descriptive qualitative, the final analysis uses SWOT. The findings in the field found that learning with the fun learning method was able to make Alpha generation students excited and enthusiastic in participating in SKI learning, but the evaluation stages carried out were too focused on the cognitive domain. Some things that must be considered in the future are field study learning, linking ibrah with evaluations that reach also emphasize the psychomotor and affective sides.
阿尔法一代是目前仍被归类为儿童的一代,阿尔法一代的最高年龄仍在小学。阿尔法一代也经历了新冠疫情的冲击,当时政府强制实施了PSBB和PPKM,阿尔法一代只能呆在自己的家里,包括在线学习。Covid使Alpha一代更熟悉数字世界,其影响是由于缺乏与许多人/公众的互动,许多人非常依赖设备。本研究的目的是找出学习的实施概况,努力提供有趣的学习方法和教师在MI Al Fitroh的Alpha一代学习SKI的评估。伊斯兰文化史作为一门独立的学科,是伊斯兰宗教教育的一部分。当SKI课程开始时,许多学生感到困倦,无聊或注意力不集中,因为材料的内容和老师讲课的方式被认为不是最佳的。本研究采用的是描述性定性方法,最后采用SWOT分析法进行分析。本领域的研究发现,趣味性学习方法能够使Alpha一代学生对SKI学习的参与产生兴奋和热情,但所开展的评价阶段过于侧重于认知领域。未来必须考虑的一些事情是实地研究学习,将ibrah与评估联系起来,也强调精神运动和情感方面。
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引用次数: 0
Efektivitas Metode Bermain Angka Terhadap Kecemasan Belajar Matematika pada Siswa Kelas V Sekolah Dasar 五年级学生数学焦虑的数字游戏方法的有效性
Pub Date : 2023-07-20 DOI: 10.60132/jip.v1i2.43
Sri Rahayu, Eva Meizarra Puspita Dewi, Andi Halima
Mathematics lessons are part of a definite science and have a structure of interconnected patterns. However, some students avoid and easily get bored when math lessons begin. The fun learning model has a play concept based on this. This study aims to test the effectiveness of the numbers game method on the math anxiety of fifth grade elementary school students. This study used a pretest-posttest control group design experimental design. The subjects in this study were 20 people who were divided into the experimental group and the control group. Respondents in this study were V grade students at the SD Inpres Bertingkat Mamajang II, Makassar City. The measuring tool used in this research is the mathematics learning anxiety scale. The data analysis technique uses hypothesis testing, namely the Independent T-Test and Paired Sample T-Test. The results of the hypothesis test show that the significance value is ρ = 0.014 < 0.05, so the hypothesis in this study is accepted so that it is said that giving the number playing method can be used as a method to reduce anxiety learning mathematics. The implication of this research is that the number playing method can be used as a method to reduce math anxiety in students.
数学课是一门明确的科学的一部分,具有相互关联的模式结构。然而,当数学课开始时,一些学生回避并且很容易感到无聊。乐趣学习模式有一个基于此的游戏概念。本研究旨在检验数字游戏方法对小学五年级学生数学焦虑的有效性。本研究采用前测后测对照组设计实验设计。本研究的研究对象为20人,分为实验组和对照组。本研究的调查对象为望加锡市Bertingkat Mamajang II中学的五年级学生。本研究使用的测量工具是数学学习焦虑量表。数据分析技术使用假设检验,即独立t检验和配对样本t检验。假设检验的结果显示显著性值ρ = 0.014 < 0.05,因此本研究的假设被接受,因此可以说,给予数字游戏方法可以作为一种减少焦虑学习数学的方法。本研究的启示是数字游戏法可以作为一种减少学生数学焦虑的方法。
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Jurnal Inovasi Pendidikan IPA
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