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The Use of Monopoly-Like Game (MLG) to Promote Qualified Scores for Three Student Competencies
Jurnal Pendidikan IPA Indonesia · Vol. 7 No. 3 (2018) · pp. 280–285
ISSN 2089-4392, 2339-1286
Published 2018-09-21
Publisher Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)
Language eng
Abstract
Learning ideally accommodate to not only improve cognitive competencies but also social and psychomotor as well. In fact, many practices are still lack of aforementioned concern, learning about thermal energy and its flow for instance. It focuses mainly on cognitive scores which indicate whether students can pass the exam or not. Hence, this research aimed at describing the use of MLG to promote qualified scores for competencies students have to achieve based on curriculum 2013, namely, social attitude, psychomotor and cognitive competencies altogether. In doing so, one shoot case study design was employed and involved 15 students of grade 7th. The research results showed that the students gained scores for those competencies. Each of which was 3.50 – 3.85, 3.60 – 4.00, and 3.60 – 3.80 respectively. As such, it indicated that the game was successfully promoting qualifying scores for student competencies.
Collaboration network of the authors
10 authors ·
27 co-authorship links
· 7 across different organisations
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Universitas Negeri Surabaya State University of Malang The University of Adelaide Affiliation unknown
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Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/nju/index.php/jpii/oai,
first harvested 29 Okt 2026,
last seen 29 Okt 2026.
Original metadata (oai_dc)
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<dc:title xml:lang="en-US">The Use of Monopoly-Like Game (MLG) to Promote Qualified Scores for Three Student Competencies</dc:title>
<dc:creator>Fauziah, A. N. M.</dc:creator>
<dc:creator>Purnomo, A. R.</dc:creator>
<dc:creator>Fathonah, N.</dc:creator>
<dc:creator>Khusaini, K.</dc:creator>
<dc:subject xml:lang="en-US">monopoly-like game, student competencies, and science learning.</dc:subject>
<dc:description xml:lang="en-US">Learning ideally accommodate to not only improve cognitive competencies but also social and psychomotor as well. In fact, many practices are still lack of aforementioned concern, learning about thermal energy and its flow for instance. It focuses mainly on cognitive scores which indicate whether students can pass the exam or not. Hence, this research aimed at describing the use of MLG to promote qualified scores for competencies students have to achieve based on curriculum 2013, namely, social attitude, psychomotor and cognitive competencies altogether. In doing so, one shoot case study design was employed and involved 15 students of grade 7th. The research results showed that the students gained scores for those competencies. Each of which was 3.50 – 3.85, 3.60 – 4.00, and 3.60 – 3.80 respectively. As such, it indicated that the game was successfully promoting qualifying scores for student competencies.</dc:description>
<dc:publisher xml:lang="en-US">Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)</dc:publisher>
<dc:contributor xml:lang="en-US"></dc:contributor>
<dc:date>2018-09-21</dc:date>
<dc:type>info:eu-repo/semantics/article</dc:type>
<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
<dc:format>application/pdf</dc:format>
<dc:identifier>https://journal.unnes.ac.id/nju/jpii/article/view/8183</dc:identifier>
<dc:identifier>10.15294/jpii.v7i3.8183</dc:identifier>
<dc:source xml:lang="en-US">Jurnal Pendidikan IPA Indonesia; Vol 7, No 3 (2018): September 2018; 280-285</dc:source>
<dc:source>2089-4392</dc:source>
<dc:source>2339-1286</dc:source>
<dc:source>10.15294/jpii.v7i3</dc:source>
<dc:language>eng</dc:language>
<dc:relation>https://journal.unnes.ac.id/nju/jpii/article/view/8183/8250</dc:relation>
<dc:relation>https://journal.unnes.ac.id/nju/jpii/article/downloadSuppFile/8183/2793</dc:relation>
<dc:relation>https://journal.unnes.ac.id/nju/jpii/article/downloadSuppFile/8183/2853</dc:relation>
<dc:relation>https://journal.unnes.ac.id/nju/jpii/article/downloadSuppFile/8183/2854</dc:relation>
<dc:rights xml:lang="en-US">Copyright (c) 2018 Jurnal Pendidikan IPA Indonesia</dc:rights>
<dc:rights xml:lang="en-US">http://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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Cite this article
APA 7
Fauziah, A. N. M., Purnomo, A. R., Fathonah, N., & Khusaini, K. (2018). The Use of Monopoly-Like Game (MLG) to Promote Qualified Scores for Three Student Competencies. Jurnal Pendidikan IPA Indonesia, 7(3), 280–285. https://doi.org/10.15294/jpii.v7i3.8183
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IEEE
A. N. M. Fauziah, A. R. Purnomo, N. Fathonah, and K. Khusaini, “The Use of Monopoly-Like Game (MLG) to Promote Qualified Scores for Three Student Competencies,” Jurnal Pendidikan IPA Indonesia, vol. 7, no. 3, pp. 280–285, 2018, doi: 10.15294/jpii.v7i3.8183.
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