Analysis of Learning Outcomes in Different Cognitive Abilities of Students Using Electronic Games
- DOI
- 10.2991/icet-19.2019.10How to use a DOI?
- Keywords
- learning outcomes, electronic games, cognitive
- Abstract
Electronic games in learning help teachers to easily convey material and create learning conditions that are not monotonous. Also, the aim is to improve student learning outcomes. With conditions of different cognitive abilities, are the effects of learning outcomes the same? The purpose of this research was to analyse learning outcomes at the conditions of students' cognitive abilities that are different from an electronic game. The method used was post-test and pre-test to find out the results of learning, and observations on students to find out the differences in cognitive abilities. The target of electronic game trials is students in Grade IV of Elementary School. Based on the trials conducted, it was concluding that electronic games that had developed had an impact on learning outcomes. It based on increased student learning outcomes tests and the media developed includes valid categories. So that the electronic game media developed is categorized as valid and effective for learning activities.
- Copyright
- © 2019, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Susilaningsih Susilaningsih AU - Henry Praherdhiono AU - Putri Darawati Maharani PY - 2019/12 DA - 2019/12 TI - Analysis of Learning Outcomes in Different Cognitive Abilities of Students Using Electronic Games BT - Proceedings of the 5th International Conference on Education and Technology (ICET 2019) PB - Atlantis Press SP - 43 EP - 46 SN - 2352-5398 UR - https://doi.org/10.2991/icet-19.2019.10 DO - 10.2991/icet-19.2019.10 ID - Susilaningsih2019/12 ER -