2022
DOI: 10.17509/jsl.v5i1.35534
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The Effect of Using Web-Based Interactive Learning Media for Vocational High School Students to Understanding of Looping: Qualitative Approach

Abstract: This study aims to evaluate the effect of the use and development of interactive and visual learning media in learning looping by utilizing a web-based digital platform called Loopers. The research design used a qualitative descriptive with case study approach in-depth interview technique. The subjects of this research are five students of the State Vocational School Pekerjaan Umum, Bandung, Indonesia. We use three phases in conducting research through 1) problem and needs analysis, 2) web design, and 3) imple… Show more

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Cited by 1 publication
(2 citation statements)
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“…The improvement of students' CT abilities occurred well after learning using the find and sort QR code game because the used of learning multimedia can increase motivation of learning, therefore learning outcomes can also increase [23,24]. The use of gamification in learning helps students to stimulate critical thinking and children's creativity [25].…”
Section: Learning Outcomesmentioning
confidence: 98%
See 1 more Smart Citation
“…The improvement of students' CT abilities occurred well after learning using the find and sort QR code game because the used of learning multimedia can increase motivation of learning, therefore learning outcomes can also increase [23,24]. The use of gamification in learning helps students to stimulate critical thinking and children's creativity [25].…”
Section: Learning Outcomesmentioning
confidence: 98%
“…These results indicate that the understanding level and ability of students in solving CT problems in PBO material has increased at each meeting. This means that the increase in students' understanding using multimedia learning find and sort QR Code games increases consistently at each meeting.The improvement of students' CT abilities occurred well after learning using the find and sort QR code game because the used of learning multimedia can increase motivation of learning, therefore learning outcomes can also increase[23,24]. The use of gamification in learning helps students to stimulate critical thinking and children's creativity[25].…”
mentioning
confidence: 98%