EXPECTED OUTCOMES OF THE STUDYBased on the analysis of pre and post te terjemahan - EXPECTED OUTCOMES OF THE STUDYBased on the analysis of pre and post te Bahasa Indonesia Bagaimana mengatakan

EXPECTED OUTCOMES OF THE STUDYBased

EXPECTED OUTCOMES OF THE STUDY
Based on the analysis of pre and post test, triangulated with
interview data and observations, the study is targeted to inform
on the impact of video games on students’ learning of
multiplication facts in terms of retention measured through
instantaneous recalling of the facts (multiplication timetables
from 2 to 12) with accuracy and concept of multiplication (application of facts on multiplication problems). Results
accrued from the study would probably fall under any of these
three categories : 1) results revealed a significant improvement
on students’ learning of multiplication fact using video games
compared to conventional learning; 2) results revealed a nonsignificant
improvement on students’ learning of multiplication
fact using video games compared to conventional learning or
no difference in improvement of learning; 3) results revealed a
significant decrease in students’ learning of multiplication fact
using video games compared to conventional learning. Thus
the outcome would reveal whether video game is relevant, or
not relevant to its incorporation in formal classroom learning.
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Hasil (Bahasa Indonesia) 1: [Salinan]
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EXPECTED OUTCOMES OF THE STUDY
Based on the analysis of pre and post test, triangulated with
interview data and observations, the study is targeted to inform
on the impact of video games on students’ learning of
multiplication facts in terms of retention measured through
instantaneous recalling of the facts (multiplication timetables
from 2 to 12) with accuracy and concept of multiplication (application of facts on multiplication problems). Results
accrued from the study would probably fall under any of these
three categories : 1) results revealed a significant improvement
on students’ learning of multiplication fact using video games
compared to conventional learning; 2) results revealed a nonsignificant
improvement on students’ learning of multiplication
fact using video games compared to conventional learning or
no difference in improvement of learning; 3) results revealed a
significant decrease in students’ learning of multiplication fact
using video games compared to conventional learning. Thus
the outcome would reveal whether video game is relevant, or
not relevant to its incorporation in formal classroom learning.
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Hasil (Bahasa Indonesia) 2:[Salinan]
Disalin!
HASIL YANG DIHARAPKAN DARI STUDI
Berdasarkan analisis pre dan post test, Triangulasi dengan
data hasil wawancara dan observasi, studi ini ditargetkan untuk menginformasikan
tentang dampak video game pada belajar siswa dari
fakta-fakta perkalian dalam hal retensi diukur melalui
Recalling sesaat fakta-fakta (jadwal perkalian
dari 2 sampai 12) dengan akurasi dan konsep perkalian (penerapan fakta tentang masalah multiplikasi). Hasil
yang diperoleh dari penelitian mungkin akan jatuh di bawah salah satu dari
tiga kategori: 1) hasil menunjukkan peningkatan yang signifikan
pada pembelajaran siswa perkalian fakta menggunakan video game
dibandingkan dengan pembelajaran konvensional; 2) hasil mengungkapkan tidak signifikan
peningkatan pembelajaran siswa perkalian
fakta menggunakan video game dibandingkan dengan pembelajaran konvensional atau
tidak ada perbedaan dalam peningkatan pembelajaran; 3) hasil mengungkapkan
penurunan yang signifikan dalam belajar siswa perkalian fakta
menggunakan video game dibandingkan dengan pembelajaran konvensional. Dengan demikian
hasilnya akan mengungkapkan apakah video game relevan, atau
tidak relevan dengan penggabungan dalam pembelajaran di kelas formal.
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