scholarly journals Learning teamwork through a computer game: for the sake of performance or collaborative learning?

Author(s):  
Elina Riivari ◽  
Marke Kivijärvi ◽  
Anna-Maija Lämsä

AbstractOur study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students’ experiences and key learning outcomes of collaborative learning of teamwork skills through the game, and our analysis highlighted two key features of learning outcomes. First, the computer-based learning game promoted students’ self-reflection and evaluation of their individual team roles. Second, although the game taught students the importance of continuous information sharing in teamwork, their evaluation of team outcomes was performance driven; students predominantly took team efficiency as a sign of good teamwork. This case revealed the benefits and challenges of using computer-based learning games as a pedagogical tool. We identified what is required from lecturers and students for the game to be successful, and how team values other than performance could be learned through the game.

At-Taqaddum ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 85-102
Author(s):  
Mahasin Husni ◽  
Bambang Sumardjoko ◽  
Darsinah Darsinah

The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (RD), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media.


JET ADI BUANA ◽  
2021 ◽  
Vol 6 (02) ◽  
pp. 163-170
Author(s):  
Intan Riza Aprilya ◽  
Muhammad Saifuddin

Higher Order Thinking Skill (HOTS) is a demanded strategy to be applied in any teaching activities, including English teaching and learning process. This HOTS application offers attainable learning outcomes to the teachers when conducting teaching activities. Teachers are able to see how far students can learn based on cognitive, affective, and psychomotor aspect. However, there were problems which teachers found and challenged them to encounter the problems to keep the implementation of HOTS successful. This research was carried out to figure out teacher’s self-reflection on problems found and to determine decisions how to encounter them. In line to the research purpose, a qualitative research design was applied within interview and questionnaire. Furthermore, based on teacher’s reflection, it was revealed that during learning activities the students acted unmotivated and lack of confidence; they lacked English interest; and HOTs was not applied properly based on its stages. Then, decision making was established in terms of teaching strategies and lesson planning. In conclusion, despite the importance of creating HOTS to invite students to be creative and critical, problems still remained. Thus, self-reflection did assist teacher to analyze and figure out what teaching weaknesses are and imply to the HOTS application to improve teaching and learning process.


2019 ◽  
Vol 8 (2) ◽  
pp. 1684
Author(s):  
Achmad Lutfi ◽  
Suyono Suyono ◽  
Erman Erman ◽  
Rusly Hidayah

Abstract. The research aims to get answers to whether chemistry learning with computer-based games as learning media can create fun learning (edutainment). The study was conducted on students in three high schools in chemistry learning according to plan, during the learning activities were observed by students, before and after learning the learning outcomes tests and student questionnaires were conducted. The results showed that learning activities were 90.4% to 92.0% as expected, 90% to 100% of students stated that learning was fun with games as learning media, and learning outcomes had achieved 93% to 100% classical completeness. These results indicate that the use of computer-propelled games as chemical learning media can create chemical learning that pleases students and can be used by teachers as an alternative to edutainment chemistry learning


2017 ◽  
Vol 21 (3) ◽  
Author(s):  
Holly McKee

With the widespread use of learning analytics tools, there is a need to explore how these technologies can be used to enhance teaching and learning. Little research has been conducted on what human processes are necessary to facilitate meaningful adoption of learning analytics. The research problem is that there is a lack of evidence-based guidance on how instructors can effectively implement learning analytics to support students with the purpose of improving learning outcomes. The goal was to develop and validate a model to guide instructors in the implementation of learning analytics tools. Using design and development research methods, an implementation model was constructed and validated internally. Themes emerged falling into the categories of adoption and caution with six themes falling under adoption including: LA as evidence, reaching out, frequency, early identification/intervention, self-reflection, and align LA with pedagogical intent and three themes falling under the category of caution including: skepticism, fear of overdependence, and question of usefulness.  The model should enhance instructors’ use of learning analytics by enabling them to better take advantage of available technologies to support teaching and learning in online and blended learning environments. Researchers can further validate the model by studying its usability (i.e., usefulness, effectiveness, efficiency, and learnability), as well as, how instructors’ use of this model to implement learning analytics in their courses affects retention, persistence, and performance.


2015 ◽  
Vol 85 (4) ◽  
pp. 475-511 ◽  
Author(s):  
Fabienne M. Van der Kleij ◽  
Remco C. W. Feskens ◽  
Theo J. H. M. Eggen

Author(s):  
Sahara . ◽  
Harun Sitompul ◽  
Keysar Panjaitan

Abstrak: Penelitian ini bertujuan untuk mengetahui: (1) hasil belajar Pemahaman Membaca Bahasa Inggris siswa yang diajar dengan pemanfaatan media pembelajaran berbasis komputer lebih tinggi dengan media berbasis audio visual, (2) hasil belajar Pemahaman Membaca Bahasa Inggris siswa yang memiliki kemampuan berpikir kreatif tinggi lebih tinggi dengan berpikir kreatif rendah dan (3) interaksi antara media pembelajaran dengan kemampuan berpikir kreatif dalam mempengaruhi hasil belajar Pemahaman Membaca Bahasa Inggris siswa. Metode penelitian yang digunakan  adalah quasi eksperimen dengan desain faktorial 2 x 2. Teknik analisis yang digunakan adalah  analisis varians dua jalur (Two Way Anava 2 x 2) dengan taraf signifikansi a = 0,05 dengan menggunakan Uji-F, pengujian uji lanjut  menggunakan uji Tuckey. Temuan penelitian menunjukkan: (1) terdapat perbedaan yang signifikan antara hasil belajar Pemahaman Membaca Bahasa Inggris siswa yang diajar dengan pemanfataan media pembelajaran berbasis komputer dengan media berbasis audio visual, (2) terdapat perbedaan yang signifikan antara hasil belajar Pemahaman Membaca Bahasa Inggris siswa yang memiliki kemampuan berpikir kreatif tinggi dengan berpikir kreatif rendah, dan (3) tidak ada interaksi antara media pembelajaran dan kemampuan berpikir kreatif sehingga media pembelajaran dapat dimanfaatkan untuk siswa yang memiliki kemampuan berpikir kreatif tinggi maupun rendah  dalam penguasaan materi pembelajaran sehingga hasil belajar Pemahaman Membaca Bahasa Inggris yang diperoleh siswa  tinggi. Kata Kunci: media pembelajaran, kemampuan berpikir kreatif terhadap hasil belajar pemahaman                     membaca bahasa Inggris Abstract: This study aims to determine: (1) the results of studying reading Comprehension for students who are taught by media computer based learning is higher than  audio visual media, (2) the results of learning Reading Comprehension for students who have the high creative thinking ability is higher than low ones and (3) interaction between learning media and creative thinking skills in influencing students’ learning outcomes of Reading Comprehension. The method used is a quasi-experimental design with 2 x 2 factorial. The analysis technique using the analysis of variance of two lanes (Two Way Anova 2 x 2) with significance level a = 0.05 using the Test-F, a further test testing use Tuckey test. The findings show: (1) there is a significant difference between the results of studying Reading Comprehension for the students who are taught by media computer based learing and audio visual media , (2) there is a significant difference between the results of studying Reading Comprehension for students who have the creative thinking ability  higher than the low ones, and (3) there is no interaction between the learning media and creative thinking ability, then media computer based learning can be used for the students that have  high creative thinking ability or the low ones to give the effect in mastering the learning material then the learners' could get the high achievement in Reading Comprehension.  . Keywords: learning media, the creative thinking ability towards the learning outcomes of Reading                 Comprehension


JURNAL PETIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 18-26
Author(s):  
Ayu Lestari ◽  
Andri Suryadi ◽  
Ali Ismail

Abstact—This study aims to determine the increase in student learning outcomes using computer-based learning media tutorial models. This type of research used in this study is a quasi-experimental study. This quasi-experimental study aims to explain the causal relationship by involving the control group in addition to the experimental group. The population in this study were all students of SMPN 1 Cisurupan. Determination of the sample using a random technique (random), the sample obtained was class VIII-F as a control class with 30 students and VIII-C as an experimental class with 30 students. The research instrument in this study uses multiple choice questions that have been tested for validity, reliability, distinguishing features and difficulty levels. Research Results obtained in this study the comparison of the gain score between the experimental class and the control class is 31.26: 18.67. Meanwhile, the change of Gain transferring the experimental class with the control class is 0.65: 0.35 and the standard deviation of improvement of student learning outcomes about the experimental class Blog material is 9.93 and the control class is 9.60. It can be concluded that the Computer Based learning model with Tutorial Model can significantly improve student learning outcomes in ICT lessons compared to conventional learning models. Keywords —student learning outcomes, Computer Based Learning, Model Tutorials. Abstrak—Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar siswa sesudah menggunakan media pembelajaran berbasis komputer model tutorial. Jenis Penelitian yang digunakan dalam penelitian ini adalah penelitian kuasi eksperimen. Penelitian kuasi eksperimen ini bertujuan untuk mengungkapkan hubungan sebab akibat dengan cara melibatkan kelompok kontrol disamping kelompok eksperimen. Populasi dalam penelitian ini adalah seluruh siswa SMPN 1 Cisurupan. Penentuan sampel menggunakan teknik random (acak), sampel yang diperoleh adalah kelas VIII-F sebagai kelas kontrol dengan jumlah siswa 30 siswa dan VIII-C sebagai kelas eksperimen dengan jumlah siswa 30 siswa. instrumen penelitian dalam penelitian ini menggunakan instrumen soal dengan bentuk pilihan ganda yang sudah di uji validitas, reliabilitas, daya pembeda dan tingkat kesukaran. Hasil Penelitian yang diperoleh dalam penelitian ini yaitu perbandingan Gain skor antara kelas eksperimen dengan kelas kontrol adalah 31,26 : 18,67.  Sedangkan, perbandingan Gain ternormalisasi antara kelas eksperimen dengan kelas kontrol adalah 0,65 : 0,35 dan standar deviasi peningkatan hasil belajar siswa mengenai materi Blog kelas eksperimen adalah 9,93 dan kelas kontrol adalah 9,60. Dapat disimpulkan bahwa model pembelajaran Berbasis Komputer dengan Model Tutorial secara signifikan dapat lebih meningkatkan hasil belajar siswa pada pelajaran TIK dibandingkan dengan model pembelajaran konvensional. Kata Kunci —hasil belajar siswa, media Pembelajaran Berbasis Komputer, Model Tutoriala


Author(s):  
Kew, S. N. Et.al

Technology has been vastly used in learning context for the purpose of enhancing students’ learning performance. The integration of computer in language teaching and learning is growing. In particular, the computer game-based student response systems such as Kahoot! application is implemented by some educators in their teaching classesto improve students’ learning experience. Meanwhile, collaborative learning plays an important role in teaching and learning practice. Thus, this paper aims to examine the use of Kahoot! application integrated with collaborative learning approach influences the learning experiences of Japanese students in English language classroom. An experimental research approach was conducted to study how Kahoot! application is affecting the learning experiences of Japenese students. Student engegement observation checklist and feedback form were used as the research instruments in this study. The population comprised 20 Japanese students who enrolled in English language classroom participated in this experiment. The findings show that Kahoot! integrated with collaborative learning approach made positive impact on students by contributing to better engagement and enhanced learning experience of students. This study can be a reference for instructors who plan to implement game-based student response systems and collaborative learning in English language classroom.


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