通过使用Wordwall Media的基于游戏的学习模式增加经济学学习活动

Rani Faniamawati, Buchori Agus Wahyudi, Dhiah Fitrayati
{"title":"通过使用Wordwall Media的基于游戏的学习模式增加经济学学习活动","authors":"Rani Faniamawati, Buchori Agus Wahyudi, Dhiah Fitrayati","doi":"10.36928/jpkm.v15i2.1925","DOIUrl":null,"url":null,"abstract":" The 21st century education is student-centered education and can not independent of technological development. Based on observations in the class of X-7 SMA Negeri 1 Driyorejo, learning activities at low levels, this learning activity appears to be based on learning activities using a group discussion method. Viewing such low learning activities, researchers are intended to implement a game-based learning model as an effort to improve student learning activities. Thus, this research was conducted with the aim of increasing students learning activities in economics learning through game-based learning model using wordwall media. This study consists of two cycles of four stages each of which is planning, implementation, observation, and reflection. The instruments used in this study are observation sheets of student learning activities with 7 aspects as indicators of learning activities used. The 7 aspects are 1) participating in assignments; 2) involved in problem solving; 3) ask a teacher or friends if they do not understand the issue; 4) trying to find the information needed for problem solving; 5) carry out group discussions as the teacher instructs; 6) assessing abilities and results; 7) use and apply what is found in completing a task. The research result that game-based learning models using wordwall media can increase student learning activities in economic learning.","PeriodicalId":355721,"journal":{"name":"Jurnal Pendidikan dan Kebudayaan Missio","volume":"1989 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Increased Learning Activities Toward Economis Learning Trhough Game-based Learning Model Using Wordwall Media\",\"authors\":\"Rani Faniamawati, Buchori Agus Wahyudi, Dhiah Fitrayati\",\"doi\":\"10.36928/jpkm.v15i2.1925\",\"DOIUrl\":null,\"url\":null,\"abstract\":\" The 21st century education is student-centered education and can not independent of technological development. Based on observations in the class of X-7 SMA Negeri 1 Driyorejo, learning activities at low levels, this learning activity appears to be based on learning activities using a group discussion method. Viewing such low learning activities, researchers are intended to implement a game-based learning model as an effort to improve student learning activities. Thus, this research was conducted with the aim of increasing students learning activities in economics learning through game-based learning model using wordwall media. This study consists of two cycles of four stages each of which is planning, implementation, observation, and reflection. The instruments used in this study are observation sheets of student learning activities with 7 aspects as indicators of learning activities used. The 7 aspects are 1) participating in assignments; 2) involved in problem solving; 3) ask a teacher or friends if they do not understand the issue; 4) trying to find the information needed for problem solving; 5) carry out group discussions as the teacher instructs; 6) assessing abilities and results; 7) use and apply what is found in completing a task. The research result that game-based learning models using wordwall media can increase student learning activities in economic learning.\",\"PeriodicalId\":355721,\"journal\":{\"name\":\"Jurnal Pendidikan dan Kebudayaan Missio\",\"volume\":\"1989 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-07-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Pendidikan dan Kebudayaan Missio\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.36928/jpkm.v15i2.1925\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Pendidikan dan Kebudayaan Missio","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36928/jpkm.v15i2.1925","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

21世纪的教育是以学生为中心的教育,不能脱离技术的发展。根据对X-7 SMA Negeri 1 Driyorejo班的观察,低水平的学习活动,这种学习活动似乎是基于使用小组讨论方法的学习活动。鉴于这种低学习活动,研究人员打算实施一种基于游戏的学习模式,以提高学生的学习活动。因此,本研究的目的是通过使用wordwall媒体的基于游戏的学习模式来增加学生在经济学学习中的学习活动。本研究分为规划、实施、观察、反思两个阶段,共四个阶段。本研究使用的工具是学生学习活动观察表,使用7个方面作为学习活动的指标。这七个方面是:1)参与任务;2)参与解决问题;3)询问老师或朋友,如果他们不理解这个问题;4)寻找解决问题所需的信息;5)根据老师的指导进行小组讨论;6)评估能力和结果;7)使用和应用在完成任务中发现的东西。研究结果表明,使用wordwall媒体的基于游戏的学习模式可以增加学生在经济学习中的学习活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Increased Learning Activities Toward Economis Learning Trhough Game-based Learning Model Using Wordwall Media
 The 21st century education is student-centered education and can not independent of technological development. Based on observations in the class of X-7 SMA Negeri 1 Driyorejo, learning activities at low levels, this learning activity appears to be based on learning activities using a group discussion method. Viewing such low learning activities, researchers are intended to implement a game-based learning model as an effort to improve student learning activities. Thus, this research was conducted with the aim of increasing students learning activities in economics learning through game-based learning model using wordwall media. This study consists of two cycles of four stages each of which is planning, implementation, observation, and reflection. The instruments used in this study are observation sheets of student learning activities with 7 aspects as indicators of learning activities used. The 7 aspects are 1) participating in assignments; 2) involved in problem solving; 3) ask a teacher or friends if they do not understand the issue; 4) trying to find the information needed for problem solving; 5) carry out group discussions as the teacher instructs; 6) assessing abilities and results; 7) use and apply what is found in completing a task. The research result that game-based learning models using wordwall media can increase student learning activities in economic learning.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Horror Fiction Dihantui Kendi Maling as an Alternative Discourse to Support the Variety of Literacy Skills of Deaf Students Peta Kapanca: Guiding the Journey to Marriage in the Cultural Context of Bima, West Nusa Tenggara Reconstruction of the Story telling Method in Learning to Retell Texts of Fables to Grade VII Students of SMP Al-Hidayah Medan The Implementation of CORE Learning Through Cultural Worksheet for Critical Thinking Ability Improvement The Project-Based Learning Model for Javanese Language in Kurikulum Merdeka
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1