电子模块材料的使用基于问题的学习问题包括成长动机的材料

Indah Dwi Setyaningrum, Bambang Priyo Daminto, Wharyanti Ika Purwaningsih
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引用次数: 0

摘要

本研究旨在确定基于问题学习的电子模块游戏化数学的发展和可行性,以提高学习数学的动机。本研究采用研究与开发(R&D)的类型。所使用的模型是ADDIE模型。ADDIE模型的阶段是分析、设计、开发、实施和评估。这项研究是对萨万甘国家公园的37名学生进行的。结果表明,基于问题学习的电子模块游戏化数学是非常有效的,媒体专家的平均得分为4.5,材料专家的平均分数为4.3。基于问题学习的电子模块游戏化数学在有限的试验中符合实用性标准,76.5%的试验符合良好标准,82%的试验符合非常好的标准。达到有效性标准,学习前后的平均学习动机问卷增加了8.5%,学生的学习成绩也有所提高,不完全类别的完整性前测百分比增加了22.5%,完全类别的完成性后测百分比增加77.4%。如果满足有效性、实用性和有效性的标准,基于问题学习的电子模块游戏化数学是可行的。此外,使用电子模块后,学生的学习动机有所提高。
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PENGEMBANGAN E-MODULE MATEMATIKA GAMIFIKASI BERBASIS PROBLEM BASED LEARNING UNTUK MENINGKATKAN MOTIVASI BELAJAR
This study aims to determine the development and feasibility of e-module gamification mathematics based on problem based learning to increase motivation to learn mathematics. This research uses the type of research and development (R&D). The model used is the ADDIE model. The stages of the ADDIE model are analysis, design, development, implementation, and evaluation. This research was conducted on 37 students at SMP Negeri 1 Sawangan. The results showed that e-module gamification mathematics based on problem based learning was very valid based on the average score of 4.5 for media experts and 4.3 for material experts. E-module gamification mathematics based on problem based learning meets the practicality criteria in a limited trial of 76.5% with good criteria and 82% in a broad trial with very good criteria. Meet the effectiveness criteria with an increase in the average learning motivation questionnaire before and after learning by 8.5% and student learning outcomes have increased as seen from the percentage of completeness pretest by 22.5% in the incomplete category and the percentage of completeness in the posttest by 77.4% in the complete category. e-module gamification mathematics based on problem based learning feasible to use if the criteria for validity, practicality, and effectiveness are met. In addition, students' learning motivation has increased after the use of e-module.
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