Evaluasi Pemanfaatan Aplikasi Game dalam Ujian Bahasa Indonesia (Studi Kasus di SMAN 1 Polanharjo Klaten)

  • Arwansyah Y
  • Putri N
  • Hidayat R
  • et al.
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Abstract

This study aims to evaluate the implementation of the exam by utilizing game applications in Indonesian subjects at SMA Negeri 1 Polanharjo. This study involved a teacher and four students, consisting of two students in class X and two in class XI. This research uses a qualitative approach with a case study strategy; research data is obtained by observation and interviews; data validity is done by triangulation of data and sources. The results of the research: (1) the implementation of the Indonesian language exam at SMA Negeri 1 Polanharjo has used the Scorative game application as a learning evaluation tool; (2) the advantages of using Scorative games in exams, namely making students more enthusiastic in carrying out exams and making the exam atmosphere more fun; (3) deficiencies in the use of Scorative games, namely that they cannot be used for large-scale examinations due to limited facilities and infrastructure as well as the competence of human resources in the use of technology; and (4) obstacles that arise in the implementation of game-based exams, namely the readiness factor for the quality and quantity of devices, networks, and the level of students' understanding of the use of applications.

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APA

Arwansyah, Y. B., Putri, N. Q. H., Hidayat, R., Khotimah, K., & Suwandi, S. (2022). Evaluasi Pemanfaatan Aplikasi Game dalam Ujian Bahasa Indonesia (Studi Kasus di SMAN 1 Polanharjo Klaten). Diglosia: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 5(3), 653–664. https://doi.org/10.30872/diglosia.v5i3.481

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