CONCLUSIONThis study is undertaken as it is relevant to the current as terjemahan - CONCLUSIONThis study is undertaken as it is relevant to the current as Bahasa Indonesia Bagaimana mengatakan

CONCLUSIONThis study is undertaken

CONCLUSION
This study is undertaken as it is relevant to the current as well
as future needs of the nation for sustainable education. The
decision made by the researcher in selection of the topic to be
studied is also based on consideration of niche research areas in
education especially pertaining to technology-enhanced
innovation in higher education. Based on the discussion here,
it is important for the education stakeholders and the
government to consider the possibility of video games as
learning tools or an approach of the future and thus be well
prepared to brace the impact of this emerging learning mode to
our country. As mentioned in this study, under the influence of
technology, children of today have been affected largely by
technology especially video or computer games and making
self initiated decision to turn to this new wave of technology for alternative mode of learning. This resulted in concerned
educationists and researchers all over the world to initiate
discussions on whether video games should be accepted or
banned from formal education. If video games do contribute
significantly positive to learning, it is a matter of time before
video games will be included in mainstream education
throughout the world. However, as video games are still
debatable in its use in formal education, a number of unsettling
issues foreshadow this new learning mode. Among them would
be the ongoing debate of how video games impact students
learning, how it should be conceptualized, defined, managed
and assessed. Thus in this study, the researchers decide to
commit to evaluate the use of video games on children’s
learning
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CONCLUSION
This study is undertaken as it is relevant to the current as well
as future needs of the nation for sustainable education. The
decision made by the researcher in selection of the topic to be
studied is also based on consideration of niche research areas in
education especially pertaining to technology-enhanced
innovation in higher education. Based on the discussion here,
it is important for the education stakeholders and the
government to consider the possibility of video games as
learning tools or an approach of the future and thus be well
prepared to brace the impact of this emerging learning mode to
our country. As mentioned in this study, under the influence of
technology, children of today have been affected largely by
technology especially video or computer games and making
self initiated decision to turn to this new wave of technology for alternative mode of learning. This resulted in concerned
educationists and researchers all over the world to initiate
discussions on whether video games should be accepted or
banned from formal education. If video games do contribute
significantly positive to learning, it is a matter of time before
video games will be included in mainstream education
throughout the world. However, as video games are still
debatable in its use in formal education, a number of unsettling
issues foreshadow this new learning mode. Among them would
be the ongoing debate of how video games impact students
learning, how it should be conceptualized, defined, managed
and assessed. Thus in this study, the researchers decide to
commit to evaluate the use of video games on children’s
learning
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KESIMPULAN
Penelitian ini dilakukan karena relevan dengan saat ini serta
sebagai kebutuhan masa depan bangsa untuk pendidikan berkelanjutan. The
keputusan yang dibuat oleh peneliti dalam pemilihan topik yang akan
dipelajari juga didasarkan pada pertimbangan daerah penelitian niche dalam
pendidikan khususnya yang berkaitan dengan teknologi yang disempurnakan
inovasi dalam pendidikan tinggi. Berdasarkan pembahasan di sini,
penting bagi para pemangku kepentingan pendidikan dan
pemerintah untuk mempertimbangkan kemungkinan video game sebagai
alat belajar atau pendekatan masa depan dan dengan demikian juga
siap untuk menguatkan dampak ini modus belajar muncul ke
negara kita. Seperti disebutkan dalam penelitian ini, di bawah pengaruh
teknologi, anak-anak saat ini telah dipengaruhi sebagian besar oleh
teknologi terutama video atau permainan komputer dan membuat
keputusan sendiri dimulai untuk beralih ke gelombang baru teknologi untuk mode alternatif pembelajaran. Hal ini mengakibatkan yang bersangkutan
pendidik dan peneliti di seluruh dunia untuk memulai
diskusi tentang apakah video game harus diterima atau
dilarang pendidikan formal. Jika video game melakukan kontribusi
signifikan positif terhadap pembelajaran, itu adalah masalah waktu sebelum
video game akan dimasukkan dalam pendidikan umum
di seluruh dunia. Namun, video game masih
diperdebatkan dalam penggunaannya dalam pendidikan formal, sejumlah mengganggu
isu pertanda mode ini pembelajaran baru. Di antara mereka akan
menjadi perdebatan tentang bagaimana video mahasiswa dampak game
belajar, bagaimana harus dikonsep, didefinisikan, dikelola
dan dinilai. Jadi dalam penelitian ini, para peneliti memutuskan untuk
berkomitmen untuk mengevaluasi penggunaan video game pada anak-anak
belajar
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