Implementasi Gim Si Komdig’s Journey untuk Meningkatkan Motivasi dan Kemandirian Belajar di Masa Pandemi Covid-19

  • Yulianto L
N/ACitations
Citations of this article
25Readers
Mendeley users who have this article in their library.

Abstract

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.

Cite

CITATION STYLE

APA

Yulianto, L. (2021). Implementasi Gim Si Komdig’s Journey untuk Meningkatkan Motivasi dan Kemandirian Belajar di Masa Pandemi Covid-19. WACANA AKADEMIKA: Majalah Ilmiah Kependidikan, 5(1), 8. https://doi.org/10.30738/wa.v5i1.8532

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free