scholarly journals Education Game As An Effort Delightful Learning In The Elementary School

2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Zainal Abidin ◽  
Nasrul Nasrul ◽  
Sri Amerta ◽  
Chandra Chandra ◽  
Yesi Anita ◽  
...  

This study aims to develop a thematic learning media in the era of industrial revolution 4.0 by using educational games for elementary students that are valid, practical and effective. Thematic learning media using educational games is closely related to innovation and the use of technology following the demands of the industrial revolution 4.0 era to increase student attractiveness in learning. Media developed using the help of the Adobe Flash CS 6. program. The material in the form of media thematic which integrates several subjects. The development model used is 4-D (define, design, develop, disseminate). The research data was obtained from the validity test (media validation sheet), practicality (student and teacher response questionnaire), and effectiveness (student learning activities and results). Data were analyzed descriptively. The results showed that the thematic learning media was valid (media content according to curriculum, attractive design and layout, ease of operation, easy to understand students' language, and clear presentation according to student characteristics), practical (clear contents and objectives, easy to read, attractive appearance, and can increase student interest in learning), and effective (can increase student activity and learning outcomes). Learning media using educational games can create a fun learning process.

2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Novia Novia ◽  
Anna Permanasari ◽  
Riandi Riandi ◽  
Ida Kaniawati

Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 30 publikasi yang berasal indexed journal antara tahun 2010 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game. Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity? A systematic review of the literature  AbstractThis paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 30 publications from indexed journals between 2010 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.


2020 ◽  
Vol 1 (1) ◽  
pp. 261-266
Author(s):  
Silfia Andini ◽  
Sherly Franchisca ◽  
Refni Widyastuty ◽  
Syahminal Syahminal ◽  
Julian Chandra

Community Service Activities (PkM) are a form of the Tridharma of Higher Education. Lecturers aregiven the obligation to be involved in this activity so that the usefulness of knowledge can flow to thewider community. One of the service activities carried out by lecturers is in the form of training andimplementation of technology-based learning media for students majoring in Design at SMKN 4Padang City. This activity was held in 2019. Then, this PkM was used as a study to measure theeffectiveness of technology-based learning media in increasing student interest. The results showedthat learning media can be a means of channeling messages and information in the learning process.Learning media that are well designed will greatly assist students in digesting and understanding thesubject matter. In this era of globalization and information, the development of learning media is alsoincreasingly advanced. The use of technology as a learning medium is already a requirement.Although technology-based media design requires special expertise, this does not mean that themedia is avoided and abandoned. Technology-based learning media can be in the form of internet,intranet, mobile phone, CD Room / Flash Disk and Electronic Application Module. The maincomponents include the Learning Management System (LMS) and Learning Content (LC). It is hopedthat this training and mentoring can increase the interest of vocational students of the DKVDepartment in learning which will have an impact on learning outcomes as a provision in the world ofwork later.


2020 ◽  
Vol 15 (2) ◽  
pp. 141-155
Author(s):  
Andhita Yolandari ◽  
Reno Fithri Meuthia ◽  
Amy Fontanella

This research is motivated by a change in the learning system as a result of the 4.0 industrial revolution. This research uses the theory of Technology Acceleration Model (TAM) developed by Fred. D. Davis in 1986. The purpose of this study was to investigate the application of the Google classroom e-learning platform to answer the challenges of the Industrial Revolution 4.0.  in Accounting Department in the Polytechnic of Padang. Data gethered using a questionnaire. The population of the study were active students in the Accounting Department of the State Polytechnic of Padang in the 2018/2019 school year with cluster sampling and 241 respondents. The results of this study indicate that perceived usefulness has a positive and significant effect on student interest in using google classroom, and perceived ease of use has a positive and significant effect on student interest in using google classroom. Based on the results of this study indicate several things that must be considered by the Accounting Department of the Padang State Polytechnic before applying the use of technology.


2020 ◽  
Vol 3 (2) ◽  
pp. 215-221
Author(s):  
Nelly Budiyarti

Abstrak: Kualitas pembelajaran dan minat belajar memungkinkan hasil belajar mahasiswa meningkat. Sehingga diharapkan kualitas pembelajaran dan minat belajar mahasiswa tinggi untuk mencapai hasil belajar yang tinggi pula. Penelitian ini bertujuan untuk melihat bahwa kualitas pembelajaran dan minat belajar mahasiswa berpengaruh terhadap peningkatan hasil belajar mahasiswa Akuntansi pada mata kuliah Matematika Ekonomi. Penelitian ini merupakan penelitian survei dengan meggunakan teknik analisis jalur (path analysis), dimana terdapat dua variabel eksogen dan satu variabel endogen.  Variabel eksogen berupa kualitas pembelajaran dan minat belajar, sedangkan variabel endogen berupa hasil belajar. Hasil penelitian ini adalah Kualitas Pembelajaran berpengaruh langsung positif terhadap Hasil Belajar, Minat Belajar berpengaruh langsung positif terhadap Hasil Belajar, dan Kualitas Pembelajaran berpengaruh langsung positif terhadap Minat Belajar Mahasiswa. Abstract:  The quality of learning and interest in learning allows student learning outcomes to increase. It is hoped that the quality of learning and student interest in learning will be high to achieve high learning outcomes. This study aims to see that the quality of learning and student interest in learning has an effect on improving student learning outcomes in Accounting Economics Mathematics courses. This research is a survey research using path analysis technique, where there are two exogenous variables and one endogenous variable. Exogenous variables are learning quality and learning interest, while endogenous variables are learning outcomes. The results of this study are Learning Quality has a direct positive effect on Learning Outcomes, Learning Interest has a direct positive effect on Learning Outcomes, and Learning Quality has a direct positive effect on Student Learning Interest.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mark I Hwang ◽  
Susan Helser

Purpose Computer games that teach cybersecurity concepts have been developed to help both individuals and organizations shore up their defence against cybercrimes. Evidence of the effectiveness of these games has been rather weak, however. This paper aims to guide the design and testing of more effective cybersecurity educational games by developing a theoretical framework. Design/methodology/approach A review of the literature is conducted to explore the dependent variable of this research stream, learning outcomes and its relationship with four independent variables, game characteristics, game context, learning theory and user characteristics. Findings The dependent variable can be measured by five learning outcomes: information, content, strategic knowledge, eagerness to learn/time spent and behavioral change. Game characteristics refer to features that contribute to a game’s usefulness, interactivity, playfulness or attractiveness. Game context pertains to factors that determine how a game is used, including the target audience, the skill involved and the story. Learning theory explains how learning takes place and can be classified as behaviorism, cognitivism, humanism, social learning or constructivism. User characteristics including gender, age, computer experience, knowledge and perception, are attributes that can impact users’ susceptibility to cybercrimes and hence learning outcomes. Originality/value The framework facilitates taking stock of past research and guiding future research. The use of the framework is illustrated in a critique of two research streams. Multiple research directions are discussed for continued research into the design and testing of next-generation cybersecurity computer games.


2018 ◽  
Vol 42 ◽  
pp. 00044
Author(s):  
I Made Candiasa ◽  
Nyoman Natajaya ◽  
Ketut Widiartini

Test for measuring vocational aptitude has been formulated and validated. There are three main constructs involved in vocational aptitude test, which are individual characteristics, activities that are likely to be selected, and professions that tend to be idolized. Individual characteristics indicate the individuals talents, whereas the activity that tends to be chosen leads to student interest in the activity, and the intended profession gives clues about the capability of themselves to pursue the profession. Content validity test with Lawse technique yields content validity ratio (CVR) for all items are in the range 0.82-0.94 and content validity index (CVI) = 0.88. The construct validity test yields comparative fit index (CFI) = 0.918 and chi square coefficient (χ2) = 5.85 with significance (p) = 0.002. These findings indicate that the test is valid either by content or construct. Furthermore, the reliability test with Alpha Cronbach found the alpha coefficient (α) = 0.82. Finally, it can be concluded that vocational aptitude test can be utilized for early identification of student vocational aptitude. The hope, the test can help students to choose the appropriate vocational school, in order to obtain the better learning outcomes.


2019 ◽  
Vol 1 (2) ◽  
pp. 79
Author(s):  
Nuril Nuzulia

The module is one of the teaching material media that is intact and systematic. This study aims to determine the effectiveness of teaching thematic modules based on the Qur'an and Hadith with the thematic package book on the 4th class religious character in SDN Janti 2 Tarik Sidoarjo. The type of research is experimental research with samples taken by class 4 A (experimental class with thematic learning module based on qur'an and hadith) and 4 B (control class with thematic package book). The data were obtained from the students' learning outcomes of the cognitive and affective aspects of my dream ideals by analyzing using SPSS program statistics. The result of cognitive domain using SPSS Independent Samples Test shows the significance of 0.000 <0,05 then Ho is rejected so it can be concluded that there is effectiveness of thematic teaching module based on qur'an and hadith with thematic package book to the result of fourth grade student learning at SDN Janti 2 Pull Sidoarjo. Likewise, the affective domain results show the percentage of 90% so it can be concluded to increase students' religious kararkter. Learning module has a high influence, seen from the cognitive domain learning results obtained by an average score of 80, while affective domain average value 4. For thematic package books have a lower effect because of the cognitive domain learning results obtained an average of 75,  while affective domains result in an average value of 3.


2017 ◽  
Vol 1 (2) ◽  
pp. 73 ◽  
Author(s):  
Muhammad Syahrul Kahar

The aims of this research are to identify student’s interest in the Cavendish Balance of Aids in physics learning. This research uses Design One Group Pretest-Posttest; Samples used are class D semester I Mathematics Education academic year 2015/2016 of 30 students, Instrument Questionnaire in this study using a questionnaire of student interest. The results showed the use of a aids in the learning of physics effect in to assist students in understanding the material being taught. In addition, the students' interest in learning also improved with the application of visual aids, it can be seen from 96.7% of students stated strongly agree and agree on the statement While 3.3% of students feel disagree with the statement, it is also supported on the value of tcalculate more bigger than ttable with ttable = 2,042 with tcalculate = 20,477. It can be concluded that there is a significant improvement in learning outcomes on the used Cavendish balance of aids so that students' interest in learning becomes better.


2021 ◽  
Vol 2 (1) ◽  
pp. 29-35
Author(s):  
Muhammad Ilyas Habibulloh ◽  
Muhammad Nuruddin

This study aims as a way to determine the effect of the recitation method on learning outcomes of events in life that focuses on sub-theme 2 national events about the proclamation of independence day at SDN Gongseng 1 Jombang. As we know that the average learning process in schools is still centered on the teacher himself. By using the right application, it is certain that it will have a good impact on the quality of education. The lack of student interest in the methods taught by the teacher had a significant impact. In the process of working on questions, for example, students are less able to understand what is conveyed by the teacher who is able to provide a learning process whose substance is carried out by selecting the appropriate method. This research is pre-experimental research design, in the form of one-group pretest-posttest. The sample of this study consisted of 9 boys and 10 girls totaling 19 students who were in the experimental class. In the academic year 2021, it can be seen that the results of the pretest and posttest data of students by using the recitation method have sig. 0.000 < 0.05. From these results, it can be concluded that the effect of recitation has an influence on classroom learning by using conventional methods.


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


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