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The Use of Educational Game Media and Its Effect on Student Achievement of 6th Grade Elementary School Students in Mathematics Learning

机译:教育游戏媒体的利用及其对数学学习六年级小学生学生成果的影响

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This study aims to find out the description of the use of educational game media and its impact on the mathematics learning outcomes of grade VI elementary school students. This study included quasi-experimental research with a pre-test-post-test control group design. This study involved 29 sixth grade elementary school students at Makassar. Determination of sample was done by using simple random sampling technique. Students' mathematics learning outcomes data are obtained by using test of students' learning outcomes in essay forms (pre-test and post-test) given classically to students. The data obtained were analyzed using descriptive statistical analysis techniques. The results of this study indicated that the average value of students' learning outcomes before and after the use of educational game media has increased from 44.14 to 85.00. The test scores of students' learning outcomes were only centered on the medium, low, very low category before the use of educational game media. The average score in the very low category is at 31.92 with a frequency of 13 students, low category is 49.50 with a frequency of 10 students and for the moderate category is 61.66 with a frequency of 6 students. The average value of student's learning outcomes after experiencing the use of educational game media increased with a high category of 81.58 with a frequency of 19 students while for the very high category 91.50 with a frequency of 10 students. This indicates that there was an increase in students of learning outcomes after the use of educational game media in learning mathematics.
机译:本研究旨在了解教育游戏媒体使用的描述及其对VI级小学生数学学习成果的影响。该研究包括预测试后对照组设计的准实验研究。这项研究涉及Makassar的29名六年级小学生。通过使用简单的随机抽样技术来完成样品的测定。学生的数学学习成果数据是通过使用论文形式(预测试和测试后)的学生学习成果的测试来获得的。使用描述性统计分析技术进行分析所获得的数据。本研究的结果表明,在使用教育游戏媒体之前和之后的学生学习结果的平均值从44.14增加到85.00。学生学习成果的考试成绩仅在使用教育游戏媒体之前的中等,低,非常低的类别。非常低类别的平均得分为31.92,频率为13名学生,低类别为49.50,频率为10名学生,适度的类别为61.66,频率为6名学生。经历教育游戏媒体的使用后,学生学习结果的平均值随着81.58的高度增加,频率为19名学生,而对于10级学生的频率为高等级的91.50。这表明在使用教育游戏媒体时学习数学后,学习成果的学生将增加。

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