Past literature also indicated that game and play aresome of the best  terjemahan - Past literature also indicated that game and play aresome of the best  Bahasa Indonesia Bagaimana mengatakan

Past literature also indicated that

Past literature also indicated that game and play are
some of the best approaches for learning (Harel & Papert,
1991; Kafai, 1994). However, contemporary society and
educational discourse regards human learning only to be
achieved through non-playful process as the public has
associate gaining knowledge with hard labour. In contrast to
this dominant belief that learning is through great effort and
persistence, play and enjoyment can and should be considered
as an integral part of a learning process. Although extensive
studies have been done on educational computer games in
Malaysia, this country is still behind other countries and most
of the studies and researches carried out here focus more on
students’ and teachers’ perception and attitude towards
accepting computer games in education and computer games as
motivational tool for learning (Roslina & Nazli, 2009). A wide
gap still exists in studies focusing on the effectiveness of
computer or video games in children’s learning of certain subjects in schools. Hence, this research aims to investigate the
effectiveness of computer-based video game in facilitating
children’s learning of multiplication facts in Mathematics. In
the interest of achieving this aim, there are two objectives
which the study seeks to fulfill two objectives:
1) To determine the relationship between the use of video
games and learning; and
2) To determine the effectiveness of computer-based video
games in children’s learning of multiplication facts in
Mathematics. In order to achieve the above objectives, this
study attempts to answer the research questions below:
1. What is the difference in learning achievement of
multiplication facts between students who used computerbased
video game in learning and those who did not?
2. What is the difference in learning achievement of
multiplication facts between male and female students who
used computer-based video game in learning and those
who did not?
3. What was the difference in learning achievement of
multiplication facts between ethnic groups of students who
used computer-based video game in learning and those
who did not?
4. What was the difference in learning achievement of
multiplication facts between urban and rural students who
used computer-based video game in learning and those
who did not?
If computer-based video game should prove to
improve learning, the outcomes of this research could
contribute to the future of learning in schools where video
games would then be applied as main teaching aids not only in
Mathematics but also in most curriculum areas.
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Past literature also indicated that game and play are
some of the best approaches for learning (Harel & Papert,
1991; Kafai, 1994). However, contemporary society and
educational discourse regards human learning only to be
achieved through non-playful process as the public has
associate gaining knowledge with hard labour. In contrast to
this dominant belief that learning is through great effort and
persistence, play and enjoyment can and should be considered
as an integral part of a learning process. Although extensive
studies have been done on educational computer games in
Malaysia, this country is still behind other countries and most
of the studies and researches carried out here focus more on
students’ and teachers’ perception and attitude towards
accepting computer games in education and computer games as
motivational tool for learning (Roslina & Nazli, 2009). A wide
gap still exists in studies focusing on the effectiveness of
computer or video games in children’s learning of certain subjects in schools. Hence, this research aims to investigate the
effectiveness of computer-based video game in facilitating
children’s learning of multiplication facts in Mathematics. In
the interest of achieving this aim, there are two objectives
which the study seeks to fulfill two objectives:
1) To determine the relationship between the use of video
games and learning; and
2) To determine the effectiveness of computer-based video
games in children’s learning of multiplication facts in
Mathematics. In order to achieve the above objectives, this
study attempts to answer the research questions below:
1. What is the difference in learning achievement of
multiplication facts between students who used computerbased
video game in learning and those who did not?
2. What is the difference in learning achievement of
multiplication facts between male and female students who
used computer-based video game in learning and those
who did not?
3. What was the difference in learning achievement of
multiplication facts between ethnic groups of students who
used computer-based video game in learning and those
who did not?
4. What was the difference in learning achievement of
multiplication facts between urban and rural students who
used computer-based video game in learning and those
who did not?
If computer-based video game should prove to
improve learning, the outcomes of this research could
contribute to the future of learning in schools where video
games would then be applied as main teaching aids not only in
Mathematics but also in most curriculum areas.
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Hasil (Bahasa Indonesia) 2:[Salinan]
Disalin!
Literatur masa lalu juga menunjukkan bahwa permainan dan bermain adalah
beberapa pendekatan terbaik untuk belajar (Harel & Papert,
1991; Kafai, 1994). Namun, masyarakat kontemporer dan
wacana pendidikan menganggap belajar manusia hanya untuk
dicapai melalui proses non-lucu karena masyarakat memiliki
asosiasi memperoleh pengetahuan dengan kerja keras. Berbeda dengan
keyakinan yang dominan ini bahwa belajar adalah melalui upaya besar dan
ketekunan, bermain dan kenikmatan dapat dan harus dianggap
sebagai bagian integral dari proses pembelajaran. Meskipun luas
penelitian telah dilakukan pada permainan komputer pendidikan di
Malaysia, negara ini masih tertinggal negara-negara lain dan sebagian besar
dari studi dan penelitian yang dilakukan di sini lebih fokus pada
persepsi dan sikap siswa dan guru terhadap
menerima permainan komputer dalam pendidikan dan permainan komputer sebagai
alat motivasi untuk belajar (Roslina & Nazli, 2009). Sebuah lebar
kesenjangan masih ada dalam studi berfokus pada efektivitas
komputer atau video game dalam pembelajaran anak-anak dari mata pelajaran tertentu di sekolah. Oleh karena itu, penelitian ini bertujuan untuk mengetahui
efektivitas video game berbasis komputer dalam memfasilitasi
pembelajaran anak-anak dari fakta perkalian dalam Matematika. Dalam
kepentingan mencapai tujuan ini, ada dua tujuan
yang studi berusaha untuk memenuhi dua tujuan:
1) Untuk mengetahui hubungan antara penggunaan video
game dan pembelajaran; dan
2) Untuk menentukan efektivitas video berbasis komputer
permainan dalam pembelajaran anak-anak dari fakta perkalian dalam
Matematika. Untuk mencapai tujuan tersebut, ini
studi mencoba menjawab pertanyaan penelitian berikut:
1. Apa perbedaan prestasi belajar
fakta-fakta perkalian antara mahasiswa yang menggunakan berbasis komputer
video game dalam belajar dan mereka yang tidak?
2. Apa perbedaan prestasi belajar
fakta-fakta perkalian antara siswa laki-laki dan perempuan yang
menggunakan video game berbasis komputer dalam pembelajaran dan mereka
yang tidak?
3. Apa perbedaan prestasi belajar
fakta-fakta perkalian antara kelompok etnis siswa yang
menggunakan video game berbasis komputer dalam pembelajaran dan mereka
yang tidak?
4. Apa perbedaan prestasi belajar
fakta-fakta perkalian antara mahasiswa perkotaan dan pedesaan yang
menggunakan video game berbasis komputer dalam pembelajaran dan mereka
yang tidak?
Jika video game berbasis komputer harus membuktikan
meningkatkan pembelajaran, hasil penelitian ini dapat
berkontribusi untuk masa depan belajar di sekolah tempat video
game kemudian akan digunakan sebagai alat peraga utama tidak hanya dalam
Matematika tetapi juga di sebagian besar wilayah kurikulum.
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