HIGHLIGHTS
- What: The aim of this study is to show the extent to which Kahoot media assist Game-Based Learning (GBL)! can encourage student learning activity on statistical material and_(2) to describe the application of Game-Based Learning (GBL) assisted by Kahoot media! To facilitate observations on the increase in each indicator of learning activity, the following data on the percentage of learning activity before and after the application of this research solution variable are presented.
- Who: prodi pendidikan matematika unwir from the Harapan University, Tangerang, Indonesia have published the research work: Pendekatan Keterampilan Metakognitif . . .

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