Corrigendum to: Perbedaan Motivasi dan Hasil Belajar Siswa Pengguna Asesmen berbasis Gamifikasi Quizalize dan Asesmen Konvensional

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Authors: Iwa Ananda Putri, Dessi Susanti
Cited by: 0
References: 1

Abstract

This corrigendum is published to notify a correction for the “Perbedaan Motivasi dan Hasil Belajar Siswa Pengguna Asesmen berbasis Gamifikasi Quizalize dan Asesmen Konvensional”. In the final version of the paper, Page 3, paragraph 3, line 1, “Melalui hasil motivasi belajar” should be “Hasil belajar”. Page 3, paragraph 4, line 2, “mean 84” should be “mean 83,56”. Page 3, paragraph 4, line 3, “mean sebesar 62” should be “mean sebesar 65,11”. Page 4, table 5, Motivasi Belajar Eksperimen Class Statistic “0,956” should be “0,959”. “Sig. 0,160” should be “Sig. 0,197”. Page 4, paragraph 2, line 2, “0,160” should be “0,197”. Page 4, table 6, Motivasi belajar Levene Statistic “3,560” should be “3.436”, Sig. “0,063” should be “0,068”. Page 4, paragraph 5, “0,063” should be “0,068”. Page 4, table 7, F = “3,560” should be “3.436”, t “8,270” should be “8,244”. The original article has been corrected.

Fields of Study & Subjects

Educational Games and Gamification Educational Technology and E-Learning Educational Methods and Outcomes

Publication details

Journal / source
Jurnal Pembelajaran Bimbingan dan Pengelolaan Pendidikan
Volume
6
Issue
1
Pages
11–11
Publication date
28 January 2026
Language
ID