Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review

2020 ◽  
Vol 143 ◽  
pp. 103667 ◽  
Author(s):  
Emmanuel O. Acquah ◽  
Heidi T. Katz
2019 ◽  
Author(s):  
Akmam Akmam ◽  
Harman Amir; ◽  
Asrizal Asrizal

Physics teaching materials for Senior High School that supporting the development of human resources that is able to adapt to any changes, to solve complex problems, creative thinking and familiar with information technology has not been widely available in senior high schools in West Sumatra. Based on the above, research that aims to determine the effectiveness of the use of Physics teaching materials that integrates Mathematics, Science, Technology, natural disasters, and the noble character (MSTBK) on WEB for Senior High School grade XI and to determine the effect of the use of teaching materials MSTBK on the learning outcomes of high school students in class XI. The quasi-experiment design research was comparing the learning outcome before and after the state of the object being treated. The treatments were using physics teaching materials that developed for teaching learning in Senior High School grade XI. The experiment was conducted at five senior high schools in West Sumatra were divided into 3 levels. The data were analyzed by using a statistical product moment and Anova. The research showed that the physics teaching materials that developed are effectively to improve student learning outcomes in Senior High School grade XI in West Sumatera with a correlation coefficient (r_xy) = 0. 31. Levene Statistic showed the average of the learning outcomes of high school students in grade XI was different, but yet rules Tukey HSD and Bonferroni statistics show that there are not significantly of 0.05 at a significance level in West Sumatra


2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


Author(s):  
Lila Wulandari ◽  
Marchasan Lexbin Elvi Judah Riajanto

Difficulties experienced by students in learning greatly affect the achievement of student learning outcomes. This study aims to describe the results of the identification of the types of difficulties and the causes of student difficulties when solving problems based on Polya stages. This type of research is descriptive qualitative with the instrument used in written tests. The subjects of the research were 36 students of class IX at SMP Negeri 9 Cimahi. Based on the analysis that has been done, it can be concluded that the difficulties experienced by junior high school students when completing the Pythagorean theorem questions in the school are 1) difficulty understanding the problem 100%, 2) difficulty planning the completion of 40%, 3) difficulty implementing the plan 54.4%, and 4) difficulty in re-checking 76.7%. The causes of difficulties include 1) students are not accustomed to writing things that are known and asked of a problem 2) students are not accustomed to drawing conclusions from a mathematical problem 3) Concept errors because students do not understand the concept of the material. So, it is necessary to improve the learning process that prioritizes learning concepts rather than memorizing. Students must be accustomed to solving the application problems of a material. So, students will be able to solve contextual problems related to the material.


Sign in / Sign up

Export Citation Format

Share Document