The Development of Blended Learning Model Using Game and Tournament

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Agusminarti D., Ahmadfauzan, Ahdayuni

Abstract

The educational sector has faced serious problems related to how the learning process is carried out due to the impact of the corona virus. Educators are trying to find ways to keep the learning process going, one of which is with the Blended Learning system that utilizes technology. There is a concern on how the quality of the Blended learning system is implemented, there is no way to control students in doing tasks directly, there is no game tournament model in blended learning, not optimal communication carried out in the blended learning process until now so that it influences student motivation and learning outcomes. The validator's assessment regarding the product practicality namely the content feasibility of the practicality instrument reaches 86.6% in the very practical, language feasibility aspect reaches 92% in the very practical category, and the graphic aspect of the product reaches 80% in the very practical.

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