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Jade
In the field of education, the persistent pressure on the health of selected students continues. The goal of this study is to explore the specific context of Grade 10 students at Bagong Silangan High School and understand the effects of their activities on their health and well-being. As education evolves, exemplified by the pandemic prompting the acceptance of technology like Google Meet, Messenger, Google Classroom, and Zoom, it becomes crucial to analyze how these changes impact the overall health of students. In this study, the intention is to carefully examine the impact of excessive assignments on the health of Grade 10 students at Bagong Silangan High School. The research by Hu et al. (2021) discusses the significance of blended learning, especially in the context of the pandemic, while True Education Partnerships (2020) and the study by Wardoyo, Dwi Satrio, & Ma'ruf (2020) highlight the potential of gamified educational apps in enhancing the educational experience. The academic pressure as part of the daily lives of students is emphasized in the study. With successes in blended learning and gamification, there is a higher likelihood of success for those who apply their knowledge to various problem-solving scenarios. In general, the aim of the study curriculum is to improve the knowledge of students by integrating the health context of Bagong Silangan High School. This can help students become more intelligent in their specific context-based education.
1 year ago
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