KONTRIBUSI PERMAINAN DALAM MEDIA AUDIO VISUAL DI MASA PAMDEMI PADA PESERTA DIDIK.
DOI:
https://doi.org/10.26418/jppk.v12i3.64348Abstract
The problem the researcher wants to uncover and find is to find out theContribution of Traditional Games in Audio Visual Media During the
Pandemic for Students of Santo Benedict Pahauman Middle School.
The purpose of this research is where the researcher wants to reveal
and find that to find out the Contribution of Traditional Games in
Audio Visual Media During the Pandemic. This research is a
quantitative descriptive research, meaning that it is a research that is
used to find out the actual situation based on the results of a valid and
reliable questionnaire instrument and a survey method. Answers from
respondents can be made with the highest score of "one" and the lowest
score of zero for the alternative answers in the drafting questionnaire,
assigning a category for each positive statement yes = 1 and no = 0,
while the category for each negative answer is yes = 0 and no = 1 in
the collation research using guttman scale in the form of a checklist.
So it can be concluded that based on the results of data analysis and
discussion of students totaling 60 answered yes 1,985 with a
percentage of 98% and answered no 24 with a percentage of 2% of the
34 questionnaire items.
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