数字媒体的发展与教学对初九学生学习成果的提升

Putri Ekawaty Kobandaha, W. S. Tonra, A. Anam
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引用次数: 1

摘要

本研究旨在利用ADDIE模型分析数字媒体和Ludo Eksponen在团队游戏锦标赛(Team Games Tournament, TGT)型合作学习中的使用。此外,在媒体的实施和评价阶段,可以看到媒体对初中生九班数学学习成果的影响,对平方数和平方根材料的影响。本研究的对象是苏梅内普县一所Al-Amien初中的30名学生。数据收集技术采用直接观察和对研究对象进行预试和后期测试。因此,测试前和测试后结果的平均值分别为7.54和53.65,有所增加。通过使用配对检验样本t检验。基于研究结果,我们可以得出结论,在合作学习型团队游戏锦标赛(TGT)中,使用数字媒体和Ludo Eksponen作为手工媒体,在平方数和平方根上都能有效地改善学生的学习成果。
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DEVELOPMENT OF DIGITAL MEDIA AND LUDO EKSPONEN TO IMPROVE LEARNING OUTCOMES OF GRADE IX JUNIOR HIGH SCHOOL STUDENTS
This study aims to analyze the use of digital media and Ludo Eksponen which has been developed using the ADDIE model in Team Games Tournament (TGT) type cooperative learning.  Furthermore, at the stage of implementation and evaluation of the media, it was seen its effectiveness on mathematics learning outcomes, for junior high school students in class IX on the square number and square root material.  The subjects of this study were 30 students at one of The Al-Amien Junior High Schools in Sumenep Regency. The data collection technique used direct observation and giving pretests and pot-tests to research subjects. As a result, there was an increase in the average value between the pretest and post-test results, which was 7.54 and 53.65, respectively. By using a Paired Test sample t-test.  Based on the results of the study, it can be concluded that the use of digital media and Ludo Eksponen as manual media in cooperative learning type Team Games Tournament (TGT) was quite effective in improving student learning outcomes on the square number and square root.
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