Primary School Teacher’s Perception of Game-Based Learning in Online Learning: The Advantages and Challenges

Sri Nani Rezeki Siburian, Yogi Saputra Mahmud

Abstract


The COVID-19 pandemic has impacted almost all aspects of life, including education. This unprecedented shift to online learning has forced schools to implement distance learning through online-based learning. To keep the students engaged and motivated through online learning, many teachers changed their learning method from traditional learning to game-based learning (GBL) by incorporating games into learning. This study investigated primary school teachers' perceptions of game-based learning advantages and challenges in Science Learning on online learning during the COVID-19 pandemic. The data were collected through observation and semi-structured interviews of five primary school teachers and analyzed using thematic analysis of qualitative data. The results revealed that the teachers found a positive association between GBL and students' performance. GBL is a learning media that could engage students' participation and learning motivation in class. However, some teachers were also concerned about the declines in students' grades and several obstacles teachers encountered while implementing GBL. Some recommendations for future research and practice are proposed in the current study.

Keywords


Game-Based Learning; Teachers’ Perception; Science Learning; Advantages; Challenges; Online Learning.

Full Text:

DOWNLOAD [PDF]

References


Almahasees, Z., Mohsen, K., & Amin, M. O. (2021). Faculty’s and students’ perceptions of online learning during covid-19. Frontiers in Education, 6(May), 1–10. https://doi.org/10.3389/feduc.2021.638470

Alshenqeeti, H. (2014). Interviewing as a data collection method: A critical review. English Linguistics Research, 3(1), 2–4. https://doi.org/10.5430/elr.v3n1p39

Andarwulan, T., Al Fajri, T. A., & Damayanti, G. (2021). Elementary teachers’ readiness toward the online learning policy in the new normal era during Covid-19. International Journal of Instruction, 14(3), 771–786. https://doi.org/10.29333/iji.2021.14345a

Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan media pembelajaran game matematika berbasis HOTS dengan metode digital game based learning (DGBL) di sekolah dasar. Jurnal Pendidikan Indonesia, 2(11), 1885–1896. https://doi.org/10.36418/japendi.v2i11.356

Avdiu, E. (2019). Game-based learning practices in Austrian elementary schools. Educational Process: International Journal, 8(3), 196–206. https://doi.org/10.22521/edupij.2019.83.4

Ayuning, W. F. R., Dewi Novi, R., & Akhlis, I. (2013). Pengembangan cd interaktif pembelajaran ipa terpadu tema energi dalam kehidupan untuk siswa smp. USEJ - Unnes Science Education Journal, 2(2), 262–268.

Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1–3. https://doi.org/10.1007/s10956-007-9043-9

Benson, V., & Kolsaker, A. (2015). Instructor approaches to blended learning : A tale of two business schools. International Journal of Management Education, 13(3), 316–325. https://doi.org/10.1016/j.ijme.2015.10.001

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Bunyamin, A. C., Juita, D. R., & Syalsiah, N. (2020). Penggunaan kahoot sebagai media pembelajaran berbasis permaianan. Gunahumas, 3(1), 43–50. https://doi.org/10.17509/ghm.v3i1.28388

Burles, M. C., & Bally, J. M. G. (2018). Ethical, practical, and methodological considerations for unobtrusive qualitative research about personal narratives shared on the internet. International Journal of Qualitative Methods, 17(1), 1–9. https://doi.org/10.1177/1609406918788203

Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31(2011), 669–675. https://doi.org/10.1016/j.sbspro.2011.12.122

Chernov, V., Klas, S., & Shaharabani, Y. F. (2021). Incorporating kahoot! in core engineering courses: Student Engagement and performance. Journal of Technology and Science Education, 11(2), 486–497.

Cohen, L., Manion, L., & Morrison, K. (2018). Research methods in education. In Taylor and Francis Group (6th ed.). https://doi.org/10.4324/9781315456539-19

Creswell, J. W. (2012). Educational research: Planning, conducting and evaluating quantitative and qualitative research (4th ed.). Pearson Education, Inc.

Darmawan, A. (2020). Pengaruh penggunaan kahoot terhadap hasil belajar materi ruang lingkup biologi. EduTeach : Jurnal Edukasi Dan Teknologi Pembelajaran, 1(2), 91–99. https://doi.org/10.37859/eduteach.v1i2.1974

DeJonckheere, M., & Vaughn, L. M. (2019). Semistructured interviewing in primary care research: A balance of relationship and rigour. Family Medicine and Community Health, 7(2), 1–8. https://doi.org/10.1136/fmch-2018-000057

Dellos, R. (2013). Kahoot! a digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 5. https://doi.org/10.13021/g8060p

Dewi, N. P., & Listiowarni, I. (2019). Implementasi game-based learning pada pembelajaran bahasa inggris. Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), 3(2), 124–130. https://doi.org/10.29207/resti.v3i2.885

Duraku, Z. H. (2021). Impact of the covid-19 pandemic on education and training. Pro Edu. International Journal of Educational Sciences, 3(4), 42–48. https://doi.org/10.26520/peijes.2021.4.3.42-48

Elena, S. (2021). Students ’ motivation and engagement during distance learning. International Journal of Science and Research (IJSR), 10(1), 1462–1465. https://doi.org/10.21275/SR21126103143

Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: How effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219. https://doi.org/10.1111/j.1365-2729.2012.00489.x

Hamid, R., Sentryo, I., & Hasan, S. (2020). Online learning and its problems in the Covid-19 emergency period. Jurnal Prima Edukasia, 8(1), 86–95. https://doi.org/10.21831/jpe.v8i1.32165

Honey, M. A., & Hilton, M. (2012). Learning science through computer games and simulations. National Academy of Sciences, 48(2), 237–240. https://doi.org/10.1080/03057267.2012.720770

Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694–704. https://doi.org/10.1016/j.chb.2010.07.021

Jabbar, A. I. A., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research, 85(4), 740–779. https://doi.org/10.3102/0034654315577210

Jan, H. (2017). Teacher of 21 st century: Characteristics and development. Research on Humanities and Social Studies, 7(9), 50–53. www.iiste.org

Jumila, J., Paristiowati, M., Zulhipri, Z., & Allanas, E. (2018). Analisis literasi digital (ICT) peserta didik melalui pemanfaatan web kahoot dalam pembelajaran koloid. JRPK: Jurnal Riset Pendidikan Kimia, 8(2), 36–41. https://doi.org/10.21009/jrpk.082.04

Karagiannis, S., & Magkos, E. (2021). Engaging students in basic cybersecurity concepts using digital game-based learning: Computer games as virtual learning environments. June, 55–81. https://doi.org/10.1007/978-3-030-41196-1_4

Ku, O., Chen, S. Y., Wu, D. H., Lao, A. C. C., & Chan, T. W. (2014). The effects of game-based learning on mathematical confidence and performance: High ability vs. low ability. Educational Technology and Society, 17(3), 65–78.

Kusumaningrum, D. E., Budiarti, E. M., Triwiyanto, T., & Utari, R. (2020). The effect of distance learning in an online learning framework on student learning independence during the covid-19 pandemic. Proceedings - 2020 6th International Conference on Education and Technology, ICET 2020, 182–185. https://doi.org/10.1109/ICET51153.2020.9276564

Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877–898. https://doi.org/10.1007/s10956-013-9436-x

Liu, Z. Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the concept of game-based learning in education. International Journal of Emerging Technologies in Learning, 15(14), 53–64. https://doi.org/10.3991/ijet.v15i14.14675

Makawawa, J. C., Mustadi, A., Septriwanto, J. Van, Sampouw, F., & Najoan, R. A. . (2021). Primary school teachers perception of technological pedagogical content knowledge in online learning due to Covid 19. Jurnal Prima Edukasia, 9(1), 86–96. https://doi.org/10.21831/jpe.v9i1.35245

Matius, G., Haryanto, & Salija. (2018). Teachers’ strategies in teaching speaking (A case study of an english teacher in SMA Negeri 1 Toraja Utara). Teachers’ Strategies in Teaching Speaking, 1–10.

Mukhtar, K., Javed, K., Arooj, M., & Sethi, A. (2020). Advantages, limitations and recommendations for online learning during covid-19 pandemic era. Pakistan Journal of Medical Sciences, 36(COVID19-S4), S27–S31. https://doi.org/10.12669/pjms.36.COVID19-S4.2785

Mustofa, M. I., Chodzirin, M., Sayekti, L., & Fauzan, R. (2019). Formulasi model perkuliahan daring sebagai upaya menekan disparitas kualitas perguruan tinggi. Walisongo Journal of Information Technology, 1(2), 151. https://doi.org/10.21580/wjit.2019.1.2.4067

Oktavianingsih, E., Arifiyanti, N., Raya Telang Bangkalan, J., Timur, J., Yani, J. A., & Tengah, J. (2021). School readiness for early childhood in face-to-face learning in pandemic Covid-19. Indonesian Journal of Educational Assessment. http://ijeajournal.kemdikbud.go.i

Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to implement game-Based learning in a smart classroom? A model based on a systematic literature review and delphi method. Frontiers in Psychology, 12(December), 1–13. https://doi.org/10.3389/fpsyg.2021.749837

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004

Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68(August), 101592. https://doi.org/10.1016/j.lmot.2019.101592

Purwanto, A., Pramono, R., Asbari, M., Santoso, P. B., Wijayanti, L. M., Choi, C. H., & Putri, R. S. (2020). Studi eksploratif dampak pandemi COVID-19 terhadap proses pembelajaran online di sekolah dasar. EduPsyCouns: Journal of Education, Psychology and Counseling, 2(1), 1–12. https://ummaspul.e-journal.id/Edupsycouns/article/view/397

Ramani, S. (2015). The internet and education in the developing world - hopes and reality. Smart Learning Environments, 2(1), 4–11. https://doi.org/10.1186/s40561-015-0015-x

Rasmitadila, R., Aliyyah, R. R., Reza, R., Achmad, S., Syaodih, E., Nurtanto, M., Sultan, A., Riana, A., & Tambunan, S. (2020). The perceptions of primary school teachers of online learning during the COVID-19 pandemic period : A case study in Indonesia. Journal of Ethnic and Cultural Studies, 7(2), 90–109. https://doi.org/http://dx.doi.org/10.29333/ejecs/388

Roziqin, A., Mas’udi, S. Y. F., & Sihidi, I. T. (2021). An analysis of Indonesian government policies against COVID-19. Public Administration and Policy, 24(1), 92–107. https://doi.org/10.1108/pap-08-2020-0039

Saks, K., & Leijen, Ä. (2014). Distinguishing self-directed and self-regulated learning and measuring them in the e-learning context. Procedia - Social and Behavioral Sciences, 112, 190–198. https://doi.org/10.1016/j.sbspro.2014.01.1155

Sari, A., Sukirno, & Waluyo. (2020). Pengembangan model pembelajaran nomor lempar berbasis permainan di sekolah dasar. Indonesian Journal of Sport Science and Coaching, 02(03), 98–105. https://doi.org/https://doi.org/10.22437/ijssc.v2i3.10514

Setiawan, B., Juniarso, T., Fanani, A., & Iasha, V. (2020). Pembelajaran online di masa pandemi covid-19: Pengaruhnya terhadap pemahanan konsep fisika mahasiswa. Jurnal Pendidikan Dasar, 11(02), 230–236. https://doi.org/doi.org/10.21009/JPD.011.23 PEMBELAJARAN

Simamora, R. M. (2020). The challenges of online learning during the COVID-19 Pandemic: An essay analysis of performing arts education students. Studies in Learning and Teaching, 1(2), 86–103. https://doi.org/10.46627/silet.v1i2.38

Stoetzel, L., & Shedrow, S. (2020). Coaching our coaches: How online learning can address the gap in preparing K-12 instructional coaches. Teaching and Teacher Education, 88, 102959. https://doi.org/10.1016/j.tate.2019.102959

Sutarto, S., Sari, D. P., & Fathurrochman, I. (2020). Teacher strategies in online learning to increase students’ interest in learning during COVID-19 pandemic. Jurnal Konseling Dan Pendidikan, 8(3), 129. https://doi.org/10.29210/147800

Sutton, J., & Austin, Z. (2015). Qualitative research: Data collection, analysis, and management. Canadian Journal of Hospital Pharmacy, 68(3), 226–231. https://doi.org/10.4212/cjhp.v68i3.1456

Titthasiri, W. (2013). A comparison of e-learning and traditional learning: Experimental approach. International Journal of Information Technology & Computer Science ( IJITCS ) ), 12(3), 67–74. http://www.ijitcs.com

Ucus, S. (2015). Elementary school teachers’ views on game-based learning as a teaching method. Procedia - Social and Behavioral Sciences, 186, 401–409. https://doi.org/10.1016/j.sbspro.2015.04.216

Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, G. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229–243. https://doi.org/10.2190/FLHV-K4WA-WPVQ-H0YM

Wahjusari, S., Tamala, S. I., & Jauhari, T. (2021). Pelatihan game edukasi Quizizz bagi siswa sekolah dasar pasca pandemi Covid-19. Prosiding Seminar Nasional Abdimasmu, 2(2), 322–335.

Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning. Innovations in Education and Teaching International, 47(1), 39–52. https://doi.org/10.1080/14703290903525838

Wang, M., & Zheng, X. (2021). Using game-based learning to support learning science: A study with middle school students. Asia-Pacific Education Researcher, 30(2), 167–176. https://doi.org/10.1007/s40299-020-00523-z

Wati, I. F., & Yuniawatika. (2020). Digital game-based learning as a solution to fun learning challenges during the covid-19 pandemic. International Conference On Information Technology And Education (ICITE 2020), 508, 202–210. https://doi.org/10.2991/assehr.k.201214.237

Wibowo, I. S., & Farnisa, R. (2018). Hubungan peran guru dalam proses pembelajaran terhadap prestasi belajar siswa. Jurnal Gentala Pendidikan Dasar, 3(2), 181–202. https://doi.org/10.22437/gentala.v3i2.6758

Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh game-based learning terhadap motivasi dan prestasi belajar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198–206. https://doi.org/10.24246/j.js.2020.v10.i3.p198-206

Windyariani, S., & Amalia, R. A. (2019). Science literacy in prospective elementary school teachers through science technology literacy learning. Atlantis Press, 355, 110–115. https://doi.org/10.2991/pfeic-19.2019.22




DOI: https://doi.org/10.31764/ijeca.v5i2.8694

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Sri Nani Rezeki Siburian, Yogi Saputra Mahmud

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

IJECA (International Journal of Education and Curriculum Application) already indexed:

            

___________________________________________________________________

  
   https://doi.org/10.31764/ijeca.

   Creative Commons License
   IJECA (International Journal of Education and Curriculum Application)
   is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

 View IJECA Stats

____________________________________________________________________

 IJECA Publisher Office: