Analysis of the Use of Educational Game Media for Science Subjects on Digestive System Material
DOI:
10.29303/jppipa.v10i10.7392Published:
2024-10-25Issue:
Vol. 10 No. 10 (2024): OctoberKeywords:
Educational, Game media, ScienceResearch Articles
Downloads
How to Cite
Downloads
Metrics
Abstract
Educational games are games that are used in the learning process, as a form of technology adaptation in the world of education to help teachers improve the learning process in the classroom. Researchers conducted research with the aim of analyzing the use of educational game media during learning; analyze the impact of using educational game media; how important educational game media is in class V science and science learning at Japeledok State Elementary School. This research uses descriptive qualitative research methods. This research was carried out at SDN Japeledok, Pancur District, Rembang Regency. SDN Japeledok has a total of 11 class V students consisting of 7 boys and 4 girls. The data taken from this research are observations, questionnaires, interviews and documentation using triangulation techniques. The results obtained from this research are the use of educational game media in Japeledok Elementary School that have been implemented by class teachers are Wordwall and Quizizz; The impact given after implementing educational game media is an interactive and fun learning experience, training students' thinking skills, increasing interest and motivation to learn, and making students more active in the learning process in class. Overall, educational games have had a lot of positive impacts on students and teachers. Judging from the impact this educational game has, it has an important role in implementing learning. Educational game media not only provides an interesting alternative in education, but also opens up new opportunities to improve the quality of learning and learning experiences for various types of learners.
References
Abdulrahaman, M. D., Faruk, N., Oloyede, A. A., Surajudeen-Bakinde, N. T., Olawoyin, L. A., Mejabi, O. V., Imam-Fulani, Y. O., Fahm, A. O., & Azeez, A. L. (2020). Multimedia tools in the teaching and learning processes: A systematic review. Heliyon, 6(11), e05312. https://doi.org/10.1016/j.heliyon.2020.e05312
Akhwani, A., Rahayu, D. W., & Djazilan, M. S. (2022). Pemanfaatan Edugame Rumah Belajar Sebagai Media Pembelajaran Guru Sekolah Dasar di Kabupaten Magetan. Seminar Nasional Pengabdian Kepada Masyarakat 2021, 1(1), 169–181. https://doi.org/10.33086/snpm.v1i1.798
Al-Adwan, A. S., Li, N., Al-Adwan, A., Abbasi, G. A., Albelbisi, N. A., & Habibi, A. (2023). “Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms”. Education and Information Technologies, 28(11), 15381–15413. https://doi.org/10.1007/s10639-023-11816-3
Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and learning: A conceptual framework. Education and Information Technologies, 23(6), 2545–2567. https://doi.org/10.1007/s10639-018-9730-6
Anggraeny, D., Nurlaili, D. A., & Mufidah, R. A. (2020). Analisis Teknologi Pembelajaran dalam Pendidikan Sekolah Dasar. FONDATIA, 4(1), 150–157. https://doi.org/10.36088/fondatia.v4i1.467
Auliah, N. L., Asrul, A., & Ramadhani, I. A. (2023). Penggunaan Media Interaktif berbasis Animasi Power Point terhadap Hasil Belajar Materi Gaya dan Gerak di Sekolah Dasar. Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar, 5(1), 89–94. https://doi.org/10.36232/jurnalpendidikandasar.v5i1.3667
Bayeck, R. Y. (2020). Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research. Simulation & Gaming, 51(4), 411–431. https://doi.org/10.1177/1046878119901286
Cheung, S. Y., & Ng, K. Y. (2021). Application of the Educational Game to Enhance Student Learning. Frontiers in Education, 6, 623793. https://doi.org/10.3389/feduc.2021.623793
Coman, C., Țîru, L. G., Meseșan-Schmitz, L., Stanciu, C., & Bularca, M. C. (2020). Online Teaching and Learning in Higher Education during the Coronavirus Pandemic: Students’ Perspective. Sustainability, 12(24), 10367. https://doi.org/10.3390/su122410367
Darling-Hammond, L., Flook, L., Cook-Harvey, C., Barron, B., & Osher, D. (2020). Implications for educational practice of the science of learning and development. Applied Developmental Science, 24(2), 97–140. https://doi.org/10.1080/10888691.2018.1537791
Fauzi, A., Yudha, B., Harli, E., Kusmanto, T. H., Rangka, I. B., & Sapriyanti, S. (2019). Developing of TaPe Game App for interactive learning based on DGBL model for students in elementary school. Journal of Physics: Conference Series, 1318(1), 012034. https://doi.org/10.1088/1742-6596/1318/1/012034
Fütterer, T., Hoch, E., Lachner, A., Scheiter, K., & Stürmer, K. (2023). High-quality digital distance teaching during COVID-19 school closures: Does familiarity with technology matter? Computers & Education, 199, 104788. https://doi.org/10.1016/j.compedu.2023.104788
Haenssgen, M. J. (2019). Data Collection Methods Interdisciplinary Qualitative Research in Global Development: A Concise Guide. Emerald Publishing Limited. https://doi.org/10.1108/978-1-83909-229-920191004
Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285. https://doi.org/10.1016/j.susoc.2022.05.004
Hanannika, L. K., & Sukartono, S. (2022). Penerapan Media Pembelajaran Berbasis TIK pada Pembelajaran Tematik di Sekolah Dasar. Jurnal Basicedu, 6(4), 6379–6386. https://doi.org/10.31004/basicedu.v6i4.3269
Hidayati, T., & Budiarti, E. (2022). Pengaruh Penggunaan Aplikasi Quizizz Sebagai Game Edukasi Untuk Meningkatkan Kemampuan Kognitif Anak Usia Dini di TK Anak Bangsa. Al-Abyadh, 5(1), 42–50. https://doi.org/10.46781/al-abyadh.v5i1.502
Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806
Indriani, E. & Desyandri. (2022). Pengaruh Game Kahoot Terhadap Minat Belajar Siswa Pada Pembelajaran IPAS Kelas IV di Sekolah Dasar. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 8(2), 1934–1942. https://doi.org/10.36989/didaktik.v8i2.491
Kamalov, F., Santandreu Calonge, D., & Gurrib, I. (2023). New Era of Artificial Intelligence in Education: Towards a Sustainable Multifaceted Revolution. Sustainability, 15(16), 12451. https://doi.org/10.3390/su151612451
Kao, M.-C., Yuan, Y.-H., & Wang, Y.-X. (2023). The study on designed gamified mobile learning model to assess students’ learning outcome of accounting education. Heliyon, 9(2), e13409. https://doi.org/10.1016/j.heliyon.2023.e13409
Koh, E. T., & Owen, W. L. (2000). Descriptive Research and Qualitative Research. In Introduction to Nutrition and Health Research (pp. 219–248). Springer US. https://doi.org/10.1007/978-1-4615-1401-5_12
Manesis, D. (2020). Digital Games in Primary Education. In I. Deliyannis (Ed.), Game Design and Intelligent Interaction. IntechOpen. https://doi.org/10.5772/intechopen.91134
Mhlongo, S., Mbatha, K., Ramatsetse, B., & Dlamini, R. (2023). Challenges, opportunities, and prospects of adopting and using smart digital technologies in learning environments: An iterative review. Heliyon, 9(6), e16348. https://doi.org/10.1016/j.heliyon.2023.e16348
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177
Patmah, F., & Mira, R. (2021). Efektifitas Penggunaan Games Edukasi untuk Meningkatkan Kemampuan dan Hasil Belajar Siswa dengan Aplikasi Mobile Learning pada Mata Kuliah Computer Programming. Informasi (Jurnal Informatika Dan Sistem Informasi), 13(1), 80–96. https://doi.org/10.37424/informasi.v13i1.74
Pratiwi, A., Hikmah, F., Adiansha, A. A. & Suciyati. (2021). Analisis Penerapan Metode Games Education dalam Meningkatkan Motivasi Belajar Siswa Sekolah Dasar. JagoMIPA: Jurnal Pendidikan Matematika Dan IPA, 1(1), 36–43. https://doi.org/10.53299/jagomipa.v1i1.27
Rahmadani, P., & Muryanti, E. (2023). Pengaruh Game Edukasi “Secil” terhadap Keterampilan Membaca Permulaan Anak Usia Dini di Taman Kanak-kanak. As-Sabiqun, 5(4), 948–956. https://doi.org/10.36088/assabiqun.v5i4.3520
Ratnasari, D., & Haryanto, H. (2019). Analysis of Utilization of Gadgets as Effective Learning Media in Innovation Education to improve Student Learning Achievement. KnE Social Sciences. https://doi.org/10.18502/kss.v3i17.4671
Rusandi & Rusli, M. (2021). Merancang Penelitian Kualitatif Dasar/Deskriptif dan Studi Kasus. Al-Ubudiyah: Jurnal Pendidikan Dan Studi Islam, 2(1), 48–60. https://doi.org/10.55623/au.v2i1.18
Saleh, A. M., & Ahmed Althaqafi, A. S. (2022). The Effect of Using Educational Games as a Tool in Teaching English Vocabulary to Arab Young Children: A Quasi-Experimental Study in a Kindergarten School in Saudi Arabia. SAGE Open, 12(1). https://doi.org/10.1177/21582440221079806
Saptiawan, I. K. H., Suardika, I. G., & Rudita, I. M. (2021). Game Edukasi Puzzle Pengenalan Alat Musik Tradisional Bali Berbasis Android. Jurnal Fasilkom, 11(1), 1–6. https://doi.org/10.37859/jf.v11i1.2526
Sari, N., Irwan, I., & Candra, A. A. (2023). Pengaruh Penggunaan Media Pembelajaran Game Edukasi Berbasis Kahoot Terhadap Kemampuan Berpikir Kritis Siswa Pada Mata Pelajaran PPKN Di Kelas X Perhotelan SMK Negeri 6 Kota Jambi. Academy of Education Journal, 14(2), 606–615. https://doi.org/10.47200/aoej.v14i2.1815
Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha De Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 3. https://doi.org/10.1186/s40561-019-0098-x
Trisiana, A. (2020). Penguatan Pembelajaran Pendidikan Kewarganegaraan Melalui Digitalisasi Media Pembelajaran. Jurnal Pendidikan Kewarganegaraan, 10(2), 31. https://doi.org/10.20527/kewarganegaraan.v10i2.9304
Vankúš, P. (2021). Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review. Mathematics, 9(9), 986. https://doi.org/10.3390/math9090986
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22. https://doi.org/10.1186/s41239-017-0062-1
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9(1), 26. https://doi.org/10.1186/s40594-022-00344-0
Wang, M. (2023). Effects of Touch-type Online Educational Games on Learners’ Learning Motivations. International Journal of Emerging Technologies in Learning (iJET), 18(06), 4–16. https://doi.org/10.3991/ijet.v18i06.37817
Wardoyo, C., Satrio, Y. D., Narmaditya, B. S., & Wibowo, A. (2021). Do technological knowledge and game-based learning promote students achievement: Lesson from Indonesia. Heliyon, 7(11), e08467. https://doi.org/10.1016/j.heliyon.2021.e08467
Xiong, Z., Liu, Q., & Huang, X. (2022). The influence of digital educational games on preschool Children’s creative thinking. Computers & Education, 189, 104578. https://doi.org/10.1016/j.compedu.2022.104578
Author Biographies
Safrudin Wahyu Jadmiko, Universitas Negeri Semarang
Deni Setiawan, Universitas Negeri Semarang
License
Copyright (c) 2024 Safrudin Wahyu Jadmiko, Deni Setiawan
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).