2022
DOI: 10.30872/diglosia.v5i3.481
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Evaluasi Pemanfaatan Aplikasi Game dalam Ujian Bahasa Indonesia (Studi Kasus di SMAN 1 Polanharjo Klaten)

Abstract: This study aims to evaluate the implementation of the exam by utilizing game applications in Indonesian subjects at SMA Negeri 1 Polanharjo. This study involved a teacher and four students, consisting of two students in class X and two in class XI. This research uses a qualitative approach with a case study strategy; research data is obtained by observation and interviews; data validity is done by triangulation of data and sources. The results of the research: (1) the implementation of the Indonesian language … Show more

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Cited by 3 publications
(2 citation statements)
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“…This is due to the careful integration of literacy and numeracy concepts into the material which helps reinforce key ideas and increase understanding of the subject matter. In addition, the use of augmented reality technology has proven effective in engaging students and encouraging active learning (Arwansyah et al, 2022), which further supports the feasibility of this product. This means that the product is proven to be effective and useful in teaching Science concepts to V-class students and is in line with the goals and objectives of the Literacy and Numeracy curriculum.…”
Section: Picture 1 Graph Of Materials Expert Validation Resultsmentioning
confidence: 63%
“…This is due to the careful integration of literacy and numeracy concepts into the material which helps reinforce key ideas and increase understanding of the subject matter. In addition, the use of augmented reality technology has proven effective in engaging students and encouraging active learning (Arwansyah et al, 2022), which further supports the feasibility of this product. This means that the product is proven to be effective and useful in teaching Science concepts to V-class students and is in line with the goals and objectives of the Literacy and Numeracy curriculum.…”
Section: Picture 1 Graph Of Materials Expert Validation Resultsmentioning
confidence: 63%
“…Gamifikasi dalam e-modul Komiknesia juga memberikan keuntungan berupa ketertarikan siswa terhadap serangkaian kegiatan di dalam modul dan penanaman nilai karakter berdasarkan cerita utama di dalamnya (Saripudin et al, 2021). Media pembelajaran berbasis gamifikasi merupakan salah satu media yang menarik dan interaktif, yang mengutamakan kolaborasi dan komunikasi serta dapat meningkatkan motivasi belajar, tantangan, dan rasa ingin tahu (Arwansyah et al, 2022).…”
Section: Tahap Evaluasiunclassified