Impact of Game-Based Learning on Learning Motivation High School Students
Rizka Rizka Apriani, Rizka Apriani, Arif Prastiawan
Rizka Rizka Apriani
Available Online December 2019.
- https://doi.org/10.2991/icet-19.2019.148How to use a DOI?
- impact, game-based learning, learning motivation
- The goal of this research to determine differences in learning motivation between classroom using Game-Based Learning with classrooms using the conventional method at high school students. Quasi-experiment used in this research design with a pre-test post-test control group. The samples divide into an experimental group, which uses Game-Based Learning and control group using conventional methods. Using learning design instruments and test questions. Based on field data, the mean value of the pre-test experimental group 51.87and the control group 51.57. Once treated, the average value of the experimental group 83.80 and the control group 74.33. The results of the significance of the t-test 0.000 < 0.05.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Rizka Rizka Apriani AU - Rizka Apriani AU - Arif Prastiawan PY - 2019/12 DA - 2019/12 TI - Impact of Game-Based Learning on Learning Motivation High School Students BT - Proceedings of the 5th International Conference on Education and Technology (ICET 2019) PB - Atlantis Press SP - 602 EP - 606 SN - 2352-5398 UR - https://doi.org/10.2991/icet-19.2019.148 DO - https://doi.org/10.2991/icet-19.2019.148 ID - RizkaApriani2019/12 ER -