Peningkatan Minat Belajar Melalui Game Edukasi di Sekolah Dasar SD Negeri Tegalarum 1

Authors

  • Suyanto Universitas Doktor Nugroho Magetan

Keywords:

Learning interest, educational games, interactive learning, elementary school

Abstract

This study aims to examine the effect of using educational games on increasing students' learning interest at Tegalarum 1 Public Elementary School (SDN). Educational games are tools that can be used to create fun, interactive, and engaging learning experiences, which in turn are expected to increase students' motivation and interest in learning. This study used a quantitative approach with an experimental design, in which two groups of students—30 in the experimental group and 30 in the control group—were involved in the study. The experimental group received instruction supplemented with educational games, while the control group underwent conventional instruction without the aid of games. Data were collected through a learning interest questionnaire completed by students before and after the treatment. Data analysis was performed using a paired sample t-test. The results showed a significant increase in students' learning interest in using educational games compared to those who did not use games. These results indicate that educational games have the potential to increase students' learning interest at SDN Tegalarum 1. This study recommends that educational games be used as an alternative learning medium to increase students' motivation and interest in learning in elementary schools.

Downloads

Download data is not yet available.

References

Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790. https://doi.org/10.1037/0022-3514.78.4.772

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20. https://doi.org/10.1145/950566.950595

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6. https://doi.org/10.1108/10748120110424816

Squire, K. D. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2(1), 49–62. https://doi.org/10.1007/978-3-540-89903-7_6

Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 530–543. https://doi.org/10.1007/s10956-008-9123-0

Downloads

Published

2022-01-17

Issue

Section

Articles

How to Cite

Peningkatan Minat Belajar Melalui Game Edukasi di Sekolah Dasar SD Negeri Tegalarum 1. (2022). Eduscotech, 3(1). https://journal.udn.ac.id/index.php/eduscotech/article/view/390

Most read articles by the same author(s)

1 2 > >>