Primary School Teacher’s Perception of Game-Based Learning in Online Learning: The Advantages and Challenges
Abstract
Keywords
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
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
IJECA (International Journal of Education and Curriculum Application) already indexed:
___________________________________________________________________
|
____________________________________________________________________
IJECA Publisher Office: