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.
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机译:BUZZ-YO-CHILD是一种袋装标签设备,其发明目的是在上学期间协助学生和家长。本发明将有助于使交通平稳地流过停靠降落区。大多数学校目前在放学期间面临许多问题,包括交通拥堵,学生坐在阳光下以及猜测父母何时开车经过。 Buzz Yo Child将在学校Wi-Fi系统上运行,并且家长将具有Buzz-Yo-Child应用程序,以将蜂鸣器警报发送到行李牌,以警告学生其父母在排队等候接送。