Game Edukasi: Apakah membuat belajar lebih menarik?

  • Loviga Denny Pratama Institut Ilmu Keislaman Zainul Hasan Genggong
  • Wahyu Lestari Institut Ilmu Keislaman Zainul Hasan Genggong
  • Ahmad Bahauddin Universitas Negeri Yogyakarta

Abstract

Era Industri 4.0 has prompted academics to be able to apply a technology in a learning. However, this condition is still not supported by the availability of learning media used in schools. Therefore, this study aims to describe the response of academics, to educational game in learning. Two hundred twenty one students and fifty-three teachers from Probolinggo were randomly allocated to be the subject of this study. The responses collected with non-test techniques, were analyzed quantitatively and qualitatively. The results indicated educational game gain a positive response and greatly needed by academics. Furthermore, this result can be followed up for media developers and researchers to test the educational game in learning.

References

Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70(JANUARY 2014), 65–79. https://doi.org/10.1016/j.compedu.2013.08.003

Chuzaimah, C., Mabruroh, M., & Fereshti, N. D. (2011). Smartphone : Antara Kebutuhan Dan E-Lifestyle. Telematika, 38.

Huang, B., Hew, K. F., & Lo, C. K. (2018). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 0(0), 1–21. https://doi.org/10.1080/1049 4820.2018.1495653

Kadry, S., & Roufayel, R. (2017). How to use effectively smartphone in the classroom. In IEEE Global Engineering Education Conference, EDUCON (pp. 441–447). https://doi.org/10.1109/

EDUCON.2017.7942884

Kementerian Komunikasi dan Informatika Republik Indonesia. (2016). Infografis Indikator TIK 2016 Rumah Tangga dan Individu, 7. Retrieved from http://www.kominfo.go.id

Lago, B. L. (2017). Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry. In M.Ma & A. Oikonomou (Eds.), Serious Games and Edutainment Applications : Volume II (pp. 259–272). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-51645-5_11

Mohammad, H., Fayyoumi, A., & Al-Shathry, O. (2015). Do we have to prohibit the use of mobile phones in classrooms? International Journal of Interactive Mobile Technologies, 9(2), 54–57. https://doi. org/10.3991/ijim.v9i2.4394

NCTM. (2015). Strategic Use of Technology in Teaching and Learning Mathematics A Position of the National Council of Teachers of Mathematics. Retrieved November 1, 2017, from http://www. nctm.org/Standards-and-Positions/Position-Statements/ Strategic-Use-of-Technology-in-Teaching-and-Learning-

Mathematics/

Permendikbud. (2016). Peraturan Mentri Pendidikan dan Kebudayaan Nomor 22 Tahun 2016 Tentang Standar Proses Pendidikan Dasar dan Menengah.

Published
15-01-2019
How to Cite
Pratama, L. D., Lestari, W., & Bahauddin, A. (2019). Game Edukasi: Apakah membuat belajar lebih menarik?. At- Ta’lim : Jurnal Pendidikan, 5(1), 39-50. https://doi.org/10.36835/attalim.v5i1.64
Section
Articles