scholarly journals Higher Sustainability of Mental Models Acquired from a Digital Game in Comparison with a Live Action Role-playing Game and a Traditional Lecture

2020 ◽  
Vol 14 (1) ◽  
pp. 29-52
Author(s):  
Michaela Slussareff ◽  
Vít Šisler

This article analyses the effectivity of teaching EU law using various educational media. It specifically explores the differences between, and sustainability of, mental models constructed within three various educational environments: (1) a digital game played on PCs, (2) a non-digital role-playing game, and (3) a traditional lecture with discussions. We conducted a laboratory experiment, in which participants (253 high school students, M = 112, F = 141, mean age 16.5) studied EU laws, institutions, and politics in the three above-mentioned environments. We evaluated and compared mental models participants constructed through content analysis of the concept maps they drew immediately after the experiment and others made one month later. Within the analysis, we studied content, architecture, and changes in mental models over time. The resulting data offer unique insight into the process of mental models creation and sustainability thereof within game-based learning; particularly, when using a digital game. Digital game-based learners’ concept maps differed in comparison with those of the educational role-playing and traditional lecture groups; the students tended to keep less altered mental models in their long-term memory: even after the one month period. The results suggest that a digital game-based learning environment could be more successful in mental model retention and for efficacy of future recall; particularly, when dealing with complex phenomena like EU law.

JURNAL PETIK ◽  
2020 ◽  
Vol 6 (2) ◽  
pp. 71-80
Author(s):  
Nadia Karima Maula

Abstract — This research is a research review of articles with the aim of proving a hypothesis. The articles that the researchers examined are articles in the last ten years, both nationally and internationally. The hypothesis that the researchers want to prove is that there is an increase in the problem solving ability of junior high school students in mathematics using the IDEAL Problem Solving model based on Game Based Learning, especially in Indonesia. IDEAL Problem Solving model has steps, namely Identify the problem (identifying problems), Define goals (defining goals), Explore possible strategies (explore possible strategies), Anticipate outcomes and actions (anticipating outputs and actions), and Look back and learn (reviewing and learning). The IDEAL Problem Solving model is suitable for solving well-structured type problems. The type of game in this study is Role Playing Game. The conclusion of this research is that the application of the IDEAL Problem Solving model based on Game Based Learning with game types of Role Playing Games can increase motivation, interest, and problem solving abilities of junior high school students, especially in mathematics.Keywords —Game Based Learning; IDEAL Problem Solving; Mathematics; Problem Solving Skills. Abstrak — Penelitian ini merupakan penelitian telaah artikel dengan tujuan membuktikan sebuah hipotesis. Artikel-artikel yang peneliti telaah merupakan artikel dalam sepuluh tahun terakhir, baik di lingkup nasional maupun internasional. Hipotesis yang ingin peneliti buktikan yaitu adanya peningkatan kemampuan pemecahan masalah siswa Sekolah Menengah Pertama dalam mata pelajaran matematika menggunakan model IDEAL Problem Solving berbasis Game Based Learning, khususnya di Indonesia. Model IDEAL Problem Solving memiliki langkah-langkah yaitu Identify the problem (mengidentifikasi masalah), Define goal (mendefinisikan tujuan), Explore possible strategies (menelusuri strategi-strategi yang mungkin), Anticipate outcomes and act (mengantisipasi keluaran dan beraksi), dan Look back and learn (meninjau kembali dan belajar). Model IDEAL Problem Solving cocok untuk memecahkan masalah jenis well-structured. Jenis gim pada penelitian ini adalah Role Playing Game. Simpulan dari penelitian ini yaitu penerapan model IDEAL Problem Solving berbasis Game Based Learning dengan gim jenis Role Playing Game dapat meningkatkan motivasi, minat, dan kemampuan pemecahan masalah siswa Sekolah Menengah Pertama terutama dalam mata pelajaran matematika.Kata Kunci — Kemampuan Pemecahan Masalah; Matematika; Pemecahan Masalah IDEAL; Pembelajaran Berbasis Gim.


2017 ◽  
Vol 6 (1) ◽  
pp. 1107
Author(s):  
Nurhayati Ningsih ◽  
Prabowo Prabowo ◽  
Wahono Widodo

This research aims to develope learning media–based on  Role Playing Game (RPG) Maker XP to practice critical thinking skills of high school students. Learning Media developed, adapting Dicks  and Careys model that modified by DDD-E model. The learning media experiment hold  at SMA Negeri 2 Probolinggo in the three repliction classes, namely XI MIPA1, XI MIPA2, and XI MIPA3 by using design of one group pretest-postest design. Technical of data analyse used analyse of qualitative descriptive and inferential statistic for critical thinking skills test. The result of research showed that learning media developed , is reasonable to be used. The learning can be carried out very well. The students activities that showed prominently is to do discussion. Critical thinking skills of the students increased by an everage gain rating of 0.7 in the class XI MIPA1; 0.6 in the class XI MIPA2; and 0.7 in the class XI MIPA3. The result of statistics experiment showed that: (1) there are differences of Critical thinking skills of the students between classes of XI MIPA1, XI MIPA2, and XI MIPA3, (2) There is increasing of student skill, before and after learning by using developing learning media, and (3) there is  difference of increasing Critical thinking skills of students  between XI MIPA1, XI MIPA2 and XI MIPA3. The students response showed very positive to do learning. Therefore, based on the data analyse can be concluded that Learning Media based on “ Role Playing Game (RPG)  Maker XP” is valid,  practical and effective, so it is reasonable used to practice Critical thinking skills. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Role Playing game (RPG) Maker XP untuk melatihkan keterampilan berpikir kritis siswa. Media pembelajaran yang dikembangkan mengadaptasi model pengembangan Dick dan Carey yang dimodifikasi dengan  model DDD-E. Uji coba media pembelajaran dilakukan di SMA Negeri 2 Probolinggo pada tiga kelas replikasi yaitu XI MIPA1, XI MIPA2 dan XI MIPA3 dengan menggunakan rancangan one group pretest-postest design. Teknik analisis data menggunakan analisis deskriptif kualitatif dan statistik inferensial untuk tes keterampilan berpikir kritis. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan layak digunakan. Keterlaksanaan pembelajaran berkategori sangat baik. Aktivitas siswa yang menonjol adalah melakukan diskusi. Keterampilan berpikir kritis siswa mengalami peningkatan dengan nilai rata-rata gain sebesar 0,7 di kelas XI MIPA1; 0,6 di kelas XI MIPA2; dan 0,7 di kelas XI MIPA3. Hasil uji statistik, yaitu: 1) Terdapat perbedaan keterampilan berpikir kritis siswa antara kelas XI MIPA1, XI MIPA2, dan XI MIPA3, (2) Terdapat peningkatan keterampilan siswa sebelum dan sesudah pembelajaran dengan media pembelajaran yang dikembangkan, dan (3) Terdapat perbedaan peningkatan keterampilan berpikir kritis siswa anatara kelas XI MIPA1, XI MIPA2, dan XI MIPA3. Respon siswa menunjukkan sangat positif terhadap pembelajaran. Berdasarkan hasil analisis data dapat disimpulkan bahwa media pembelajaran berbasis Role Playing Game (RPG) Maker XP yang dihasilkan valid, praktis, dan efektif sehingga layak digunakan untuk melatihkan keterampilan berpikir kritis.


2021 ◽  
Vol 5 (4) ◽  
pp. 579
Author(s):  
Vinza Hedi Satria ◽  
Darlis Herumurti

Lack of learning media will affect the learning process in the classroom. Various learning media can motivate students in online learning activities. It causes learning media to be essential in the learning process. In the current era of online learning, students are prone to boredom and stress. Therefore this study aims to develop learning media with RPG (Role Playing Games). This research is exploratory because the field of play is vast, with validation using an E-GameFlow survey to assess the level of comfort of players when gaining knowledge. The research will be conducted on 15 junior high school students by distributing online questionnaires. The methods used to collect data are observation and questionnaires. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of each question on each aspect of E-GameFlow will be analyzed to find conclusions about the games that have been made. The results of the data obtained show that the lowest value is 5.49 in the challenge aspect, which is caused by a static game map and lack of guidance regarding the game. The overall results of E-GameFlow show that the game can provide comfort to players while providing learning materials. This is evident from no aspect with a score below the average.


2020 ◽  
Vol 17 (2) ◽  
pp. 525-531
Author(s):  
Dewi Tresnawati ◽  
◽  
Ary Akbar Sidiq

Garut mempunyai budaya dan pariwisata yang menarik, namun tidak sepenuhnya diketahui oleh masyarakat luas. Budaya dan pariwisata Garut ini perlu diperkenalkan ke masyarakat luas, khususnya warga Garut umumnya seluruh Indonesia. Seiring dengan perkemabangan teknologi yang pesat, salah satunya adalah hiburan elekronik, yaitu game. Game merupakan sebuah hiburan elektronik yang dapat dimainkan oleh satu orang atau lebih. Selain untuk hiburan, game juga dapat menjadi sebuah media penyampaian informasi. Oleh karena itu peneliti membuat game sebagai media informasi tentang budaya dan pariwisata Garut. Game ini bertipe Role Playing Game yang bertujuan untuk memperkenalkan budaya dan pariwisata yang ada di Garut. Metodologi yang digunakan adalah Digital Game Based Learning-Instructional Design. Serta metode pengujiannya yaitu alpha dengan black box testing dan pengujian beta untuk kepuasan user. Penelitian ini menghasilkan game mengenai budaya dan pariwisata yang ada di Garut memiliki fitur, menu, latihan soal, battle system, dibuat dengan menggunakan engine RPG Maker VX Ace. Harapannya, informasi mengenai budaya dan pariwisata Kabupaten Garut menjadi lebih dikenal melalui media ini serta bermanfaat untuk masyarakat Garut khususnya dan umumnya Indonesia.


2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


2019 ◽  
Vol 3 (2) ◽  
pp. 156-171
Author(s):  
Laurentius Saptono ◽  
Natalina Premastuti Brataningrum

THE DEVELOPMENT OF ROLE-PLAYING LEARNING MODEL DESIGN ON ACCOUNTING SUBJECTAbstractThis study was aimed to generate a product of an effective role-playing learning model design on basic competences of practicing accounting cycles in service companies for the eleventh grade students. The research procedures were done based on ADDIE model. The developed product design was validated by the experts of learning materials, the experts of learning media, the experts of learning design, and the experts of characters building. The product was tested on Stella Duce 1 Senior High School students both in small groups which consisted of 12 people and a large group of 40 people. The instruments which was used to assess product validity included material aspects, media aspects, aspects of learning, and aspects of character building. The result of the experts’ validation and testing to students showed that it was a very good developed product. This meant that the role-playing learning model design on basic competences of practicing accounting cycles in service companies for the eleventh grade students was worth implementing in the learning activities.PENGEMBANGAN DESAIN PEMBELAJARAN MODEL ROLE-PLAYING PADA MATA PELAJARAN AKUNTANSIAbstrakPenelitian ini bertujuan untuk menghasilkan produk berupa desain pembelajaran model role-playing yang efektif untuk pembelajaran pada kompetensi dasar mempraktikkan siklus akuntansi perusahaan jasa untuk siswa kelas XI SMA. Prosedur pengembangan produk penelitian dilakukan berdasarkan Model ADDIE. Produk yang dikembangkan divalidasi oleh ahli materi pembelajaran, ahli media pembelajaran, ahli desain pembelajaran, dan ahli pendidikan karakter. Produk diujicobakan kepada siswa-siswa SMA Stella Duce 1 baik kelompok kecil yang terdiri dari 12 orang maupun kelompok besar yang terdiri dari 40 orang. Instrumen untuk menilai validitas produk mencakup aspek materi, aspek media, aspek pembelajaran, dan aspek pendidikan karakter. Hasil validasi dari para ahli dan hasil ujicoba pada siswa-siswa menunjukkan bahwa produk yang dikembangkan dinyatakan sangat baik. Artinya, desain model role-playing yang dikembangkan untuk pembelajaran pada kompetensi dasar mempraktikkan siklus akuntansi perusahaan jasa untuk siswa kelas XI SMA layak untuk diimplementasikan dalam praktik pembelajaran.


This research focused on pre-service mathematics teachers’ sharing of knowledge through reciprocal peer feedback. In this study, pre-service teachers were divided into groups of five and engaged in an online reciprocal peer feedback activity. Specifically, after creating an individual concept map indicating high school students’ possible solutions to an algebra problem, pre-service teachers shared their individual maps with team members and engaged in online discussion, commenting on the concept maps of other group members and responding to peers’ feedback. Similarities in team members’ knowledge representations before and after this peer feedback activity were compared in order to analyze their knowledge convergence. It was found that a team member’s knowledge was more likely to match that of other team members after the online reciprocal peer feedback activity. Qualitative analysis was also conducted in order to explore the possible influence of a team’s interaction process on members’ knowledge convergence. It was also found that, after engaging in this peer feedback process, pre-service teachers demonstrated greater improvement in their convergence of concepts relating to problem-solving strategies than in the concepts representing problem context and domains.


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