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Media information technology games based on local cultural content
Author(s) -
Septian Aji Permana,
Ari Purwanti,
Supri Hartanto,
Muhamad Maulana Magiman
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1823/1/012039
Subject(s) - mathematics education , psychology , class (philosophy) , quantitative research , motivation to learn , computer science , multimedia , sociology , social science , artificial intelligence
This study aims to determine the effect of information technology game media on cultural content on learning motivation of Yogyakarta PGRI University students. This research was conducted because there were still some students who had low motivation to learn, because some lecturers were inconsistent in the use of information technology game media. This study uses quantitative methods with a student population with a sample of 74 students. This study uses questionnaire instrument data collection techniques to obtain data media games and information and learning motivation. The analysis technique used in this study is simple regression analysis. The results of this study concluded that there was a positive and significant influence between technology and media games based on local cultural content on the learning motivation of Civics Education students class of 2019/2020. The results obtained with a value of rxy 0800> rtable 0.227 which means that the information technology game media based on local cultural content can affect student motivation.

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