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Implementasi Gim Si Komdig’s Journey untuk Meningkatkan Motivasi dan Kemandirian Belajar di Masa Pandemi Covid-19
Author(s) -
Lies Yulianto
Publication year - 2021
Publication title -
wacana akademika : majalah ilmiah kependidikan
Language(s) - English
Resource type - Journals
eISSN - 2579-5007
pISSN - 2579-499X
DOI - 10.30738/wa.v5i1.8532
Subject(s) - independence (probability theory) , covid-19 , psychology , action research , pandemic , mathematics education , pedagogy , medicine , mathematics , statistics , disease , infectious disease (medical specialty)
This classroom action research tries to increase the motivation and learning independence of students by implementing the game Si Komdig's Journey as a learning medium in learning Simulation and Digital Communication subjects. The study was conducted on 32 students online as a impact of the Covid-19 pandemic. This research was conducted in 2 cycles, each of which consisted of 3 online meetings. The results showed an increase in the motivation and learning independence of students from 39% in cycle 1 to 70% in cycle 2. This research concludes that the implementation of the game Si Komdig's Journey as a learning medium for Simulation and Digital Communication can increase motivation and learning independence.

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