The Technology of Educational Games for Support Science Learning: A Preliminary Study

Suritno Fayanto, Dwi Sulisworo, Wa Ode Alkamalia, Wa Ode Indrawati, Hunaidah Hunaidah

Abstract


Many learning technologies have emerged in education, often called educational games, along with technological development. Educational games are one of the learning technology instruments to support student interest. Educational games have exciting features that make students more interested in learning, especially science. Educational games in science learning give a different nuance to the learning process—this distinction is formed in a system that can attract students' interest and attention. This paper is here to provide an overview of the importance of educational games in science learning. Students usually consider learning science unattractive because it involves thinking and counting processes. Learning science by presenting a new system in educational games turns out to have its nuances. In science learning, educational games are presented in quizzes or games. This study uses qualitative research on review articles sourced from journals and books. Researchers use journals, both national and international journals, as the main reference source in conducting research. The analysis results found that each student can raise the level of the game if they can solve the given scientific problem. Therefore, educational games support learning in the classroom so that the learning process is more fun.


Keywords


educational games; kahoot; quizizi; quizlet; games-based learning

References


Brotosiswoyo, Hakikat pembelajaran MIPA (Fisika) di perguruan tinggi, proyek pengembangan Universitas Terbuka Direktorat Jenderal Pendidikan Tinggi. Jakarta, 2010.

O. Hamalik, Psikologi belajar dan mengajar. Bandung: Sinar baru Algensindo, 2001.

M. Y. R. T. Kawuri, I. Ishafit, and S. Fayanto, “Efforts to improve the learning activity and learning outcomes of physics students with using a problem-based learning model,” IJIS Edu Indones. J. Integr. Sci. Educ., vol. 1, no. 2, 2019, doi: 10.29300/ijisedu.v1i2.1957.

N. S. Sukmadinata, Landasan psikologi pendidikan. Bandung: PT Remaja Rosdakarya, 2004.

Suyono and Hariyanto, Belajar dan pembelajaran. Bandung: PT Remaja Rosdarkarya, 2011.

H. Stachowiak, “Modelle: Konstruktion der Wirklichkeit,” J. Philpapers, vol. 45, no. 2, pp. 226–227, 1989.

R. Herawati, D. Sulisworo, and S. Fayanto, “The development of learning videos on powtoon-based work and energy topics to support flipped classroom learning,” IOSR J. Res. Method Educ., vol. 9, no. 4, pp. 51–58, 2019, DOI: 10.9790/1959-0904015158.

S. Fayanto, M. Misrawati, D. Sulisworo, H. F. N. Istiqomah, and L. Sukariasih, “The implementation of multimedia on physics learning based on direct instruction model in the topic of light,” Indones. J. Learn. Educ. Couns., vol. 1, no. 2, pp. 124–132, 2019, DOI: 10.31960/ijolec.v1i2.94.

L. Sukariasih, Erniwati, L. Sahara, L. Hariroh, and S. Fayanto, “Studies the use of smartphone sensor for physics learning,” Int. J. Sci. Technol. Res., vol. 8, no. 10, 2019.

Suryono, Kompetensi Pedagogik. Jakarta: Az-Zahra, 2015.

S. Fayanto, M. Maria, E. Erniwati, L. Sukariasih, and H. Hunaidah, "Implementation of quantum teaching model on improving physics learning outcomes in the cognitive domain at junior high school," IJIS Edu Indones. J. Integr. Sci. Educ., vol. 1, no. 2, pp. 131–138, 2019, DOI: 10.29300/ijisedu.v1i2.1958.

L. Sukariasih, A. S. Ato, S. Fayanto, L. O. Nursalam, and L. Sahara, “Application of SSCS model (Search, Solve, Create and Share) for improving learning outcomes: The subject of optic geometric,” J. Phys. Conf. Ser., vol. 1321, no. 032075, pp. 1–7, 2019, DOI: 10.1088/1742-6596/1321/3/032075.

M. Enka, “Game sebagai sarana edukasi,” Scribe, 2010. [Online]. Available: http://www.scribd.com/doc/40624797/Game-Sebagai-Sarana-Edukasi#scribd. [Accessed: 20-Jun-2020].

M. D. Setyaningsih and N. R. Dewi, “Pengembangan media papan permainan berbasis scince-edutainment tema makanan untuk siswa kelas VIII,” Unnes Sci. Educ. J., vol. 4, no. 3, 2015, doi: 10.15294/usej.v4i3.8842.

J. Khulna, L. Ajana, A. Ghazal, and A. El Hajjami, "Introducing educational games in the teaching of physics in Moroccan secondary schools," IOSR J. Res. Method Educ. Ver. I, vol. 7, no. 4, pp. 2320–7388, 2017, DOI: 10.9790/7388-070401928.

Sari et al., "Using the android-based educational game for learning colloid material using the android-based educational game for learning colloid material," J. Phys. Conf. Ser., vol. 895, no. 1, p. 012012, 2017, DOI: DOI :10.1088/1742-6596/895/1/012012.

G. S. Keese, “Educational Games,” teaching-learning resources, 2017. [Online]. Available: http://teachinglearningresources. pbworks.com. [Accessed: 20-Jun-2020].

P. Zemliansky and D. Wilcox, Design and implementation of educational games : theoretical and practical.

C. T. Miller, C. T. Miller, and G. Hall, Games : Purpose and Potential.

R. Ibrahim and A. Jaafar, "Educational Games (EG) design framework : a combination of game design, pedagogy, and content modeling," no. August, pp. 293–298, 2009.

D. Pinelle and N. Wong, “Heuristic evaluation for games: usability principles for video game design,” Proc. ACM CHI 2008 Conf. Hum. Factors Comput. Syst., vol. 1, no. 1–6, 2008.

J. Enfield and E. Boling, “Designing an educational game with,” no. July, 2012.

G. Salomon, “The differential investment of mental effort in learning from different sources,” Educ. Psychol., vol. 18, pp. 42–50, 1983.

D. B. Clark, E. E. Tanner-Smith, and S. S. Killingsworth, “Digital games, design, and learning: a systematic review and meta-analysis,” Rev. Educ. Res., vol. 86, no. 1, pp. 79–122, 2016, DOI: 10.3102/0034654315582065.

J. Bourgonjon, M. Valcke, R. Soetaert, and T. Schellens, “Students’ perceptions about the use of video games in the classroom,” Comput. Educ., vol. 54, no. 4, pp. 1145–1156, 2010, DOI: 10.1016/j.compedu.2009.10.022.

R. Moreno and R. E. Mayer, “Role of guidance, reflection, and interactivity in an agent-based multimedia game,” J. Educ. Psychol., vol. 97, no. 1, pp. 117–128, 2005, DOI: 10.1037/0022-0663.97.1.117.

S. Hidi, “An interest researcher’s perspective: The effects of extrinsic and intrinsic factors on motivation,” Intrinsic Extrinsic Motiv., pp. 309–339, 2000, DOI: 10.1016/B978-012619070-0/50033-7.

C. S. Sansone and L. J. Smith, Interest and self-regulation: The relation between having to and wanting to, In C. Sans. San Diego: US: Academic Press., 2000.

M. N. Giannakos, “Enjoy and learn with educational games: Examining factors affecting learning performance,” Comput. Educ., vol. 68, no. 246016, pp. 429–439, 2013.

K. Becker et al., “The invention of good games: Understanding learning design in commercial video games,” Game Stud., vol. Doctor of, no. January, p. 425, 2008, DOI: 978-0-494-38200-4.

M. J. Magnussen, J. W. Kim, C. P. Mcallister, and G. R. Ferris, "She got game : Investigating how reputation can be leveraged to improve recruiting effectiveness in National Collegiate Athletic Association women ' s basketball," Int. J. Sports Sci. Coach., vol. 0, no. 0, pp. 1–7, 2017, DOI: 10.1177/1747954117725928.

R. P. Dewi, R. S. Iswari, R. Susanti, and I. Artikel, “Penerapan Model Group Investigation Terhadap Hasil,” Unnes Sci. Educ. J., vol. 1, no. 2, p. 76, 2012.

P. Bonanno, “Learning to game and gaming to learn: a process-oriented pedagogy for collaborative game-based learning,” in educational games: design, learning and applications, F. Edvardsen and Halsten Kulle, Eds. New York: Nova Physics Publishers, Inc., 2010, pp. 158–181.

D. Maciuszeka and A. Martens, “Patterns for the design of educational games,” in Educational games: design, learning and applications, F. Edvardsen and Halsten Kulle, Eds. New York: Nova Physics Publishers, Inc, 2010, pp. 263–279.

T. G. Mercer, A. P. Kythreotis, Z. P. Robinson, T. Stolte, S. M. George, and S. K. Haywood, "The use of educational game design and play in higher education to influence sustainable behavior," Int. J. Sustain. High. Educ., vol. 18, no. 3, pp. 359–384, 2017, doi: 10.1108/IJSHE-03-2015-0064.

H. Jenkins, Confronting the Challenges of Participatory Culture : Media Education for the 21 Century. Jenkins, Henry. Confronting the Challenges of Participatory Culture : Media Education for the 21 Century. 2006.: The MacArthur Foundation, 2009.

S. Cooper et al., “The challenge of designing scientific discovery games,” Proc. Fifth Int. Conf. Found. Digit. Games - FDG ’10, pp. 40–47, 2010, DOI: 10.1145/1822348.1822354.

V. H. C. Carvalho, C. P. Leão, F. Soares, and M. M. Cruz-Cunha, “Games development for pedagogical and educational purposes,” in computer games as educational and management tools : uses and approaches, N. Zagalo, R. Prada, A. Koumpis, P. M. Teixeira, and António José Videira Tavares, Eds. United States of America: IGI Global., 2010, pp. 1–9.

E. Vito, “Educational games as an effective technique in learning of foreign languages,” Eur. Sci. J., vol. 23, pp. 27–36, 2011, DOI: 10.19044/esj.2011.v23n0p%25p.

M. R. Lepper and T. W. Malone, "Intrinsic motivation and instructional effectiveness in computer-based education," Aptitude, Learn. Instr., vol. 3, no., pp. 225–285, 1987.

M. P. J. Habgood and S. E. Ainsworth, Motivating children to learn effectively : Exploring the value of intrinsic integration in educational games .1) School of Psychology and Learning Physics s University of Nottingham, University Park, Nottingham, NG7 2RD, UK Email : Shaaron.Ainsworth@, vol. 20, no. 2. 2011.

E. Handriyantini, “Permainan Edukatif berbasis (educational games) berbasis komputer untuk siswa sekolah dasar,” Konf. dan Temu Nas. Teknol. Inf. dan Komun. untuk Indones., no. June, p. 130, 2009.

T. Marsh, “Game to learn (Cover story),” Innovation, vol. 8, no. 3, pp. 16–17, 2008.

P. Sengupta, K. D. Krinks, and D. B. Clark, "Learning to deflect: conceptual change in physics during digital gameplay," J. Learn. Sci., vol. 24, no. 4, pp. 638–674, 2015.

D. B. Clark, B. C. Nelson, H. Y. Chang, M. Martinez-Garza, K. Slack, and C. M. D’Angelo, “Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States,” Comput. Educ., vol. 57, no. 3, pp. 2178–2195, 2011

P. Sengupta, K. D. Krinks, and D. B. Clark, "Learning to deflect: conceptual change in physics during digital gameplay," J. Learn. Sci., vol. 24, no. 4, pp. 638–674, 2015

C. M. Plump and J. LaRosa, "Using Kahoot!! in the classroom to create engagement and active learning: a game-based technology solution for eLearning novices," Manag. Teach. Rev., vol. 2, no. 2, pp. 151–158, 2017.

A. I. Wang and R. Tahir, “The effect of using Kahoot!! for learning – A literature review,” Comput. Educ., vol. 149, p. 103818, 2020, DOI: 10.1016/j.compedu.2020.103818.

S. A. Licorish, H. E. Owen, B. Daniel, and J. L. George, “Students’ perception of Kahoot!!’s influence on teaching and learning,” Res. Pract. Technol. Enhance. Learn., vol. 13, no. 1, p. 9, 2018.

S. A. Licorish, J. L. George, H. E. Owen, and B. Daniel, "'Go Kahoot!!' Enriching classroom engagement, motivation and learning experience with games," Proc. 25th Int. Conf. Comput. Educ. ICCE 2017 - Main Conf. Proc., no. December, pp. 755–764, 2017.

C. Douligeris, E. Seralidou, and P. Gkotsiopoulos, “Let’s learn with Kahoot!!,” IEEE Glob. Eng. Educ. Conf., no. 677–685, 2018.

M. Correia and R. Santos, "Game-based learning: The use of Kahoot! in teacher education," 2017 Int. Symp. Comput. Educ. SIZE 2017, vol. 2018-January, pp. 1–4, 2017

N. Singer, "Kahoot! App Brings Urgency of a Quiz Show to the classroom," New York Times, pp. 2016–2019, 2016.

D. E. Sari, “Quizlet: Aplikasi Pembelajaran Berbasis Smartphone Era Generasi Milenial,” J. Pendidik. Ilmu Sos., vol. 29, no. 1, pp. 9–15, 2019.

R. Kalecky, "Quizlet vs. Vocabulary Notebook: The Impact of Different Methods of Storing and Revising Vocabulary on Students' Progress, Retention, and Autonomy," Masaryk University, 2016.

E. . Crandell, Quizlet flashcards for the first 500 words of the academic vocabulary list. Thesis. Utah: Brigham Young University, 2017.

G. Wolff, Quizlet live: the classroom game now taking the world by storm. Japan: The Japan Association for Language Teaching, 2016.

A. Setiawan, S. Wigati, and D. Sulistyaningsih, “Implementasi media game edukasi quizizz untuk meningkatkan hasil belajar matematika materi sistem persamaan linear tiga variabel kelas X Ipa 7 Sma Negeri 15 Semarang Tahun Pelajaran 2019 / 2020,” Semin. Nas. Edusainstek FMIPA UNIMUS 2019 ISBN, vol. ISBN, 2020, pp. 167–173, 2020.

S. Y. mei, S. Y. Ju, and Z. Adam, "Implementing quizizz as game-based learning in the Arabic classroom," Eur. J. Soc. Sci. Educ. Res., vol. 12, no. 1, p. 208, 2018, DOI: 10.26417/ejser.v12i1.p208-212.

L. S. L. Purba, “Peningkatan Konsentrasi Belajar Mahasiswa Melalui Pemanfaatan Evaluasi Pembelajaran Quizizz Pada Mata Kuliah Kimia Fisika I,” J. Din. Pendidik., vol. 12, no. 1, p. 29, 2019, doi: 10.33541/jdp.v12i1.1028.

R. P. Wibawa, R. I. Astuti, B. A. Pangestu, and H. Article, "Smartphone-Based Application 'quizzes As a Learning Media," Din. Pendidik., vol. 14, no. 2, pp. 244–253, 2019

F. Zhao, "Using quizizz to integrate fun multi-player activity in the accounting classroom," Int. J. High. Educ., vol. 8, no. 1, pp. 37–43, 2019, DOI: 10.5430/ijhe.v8n1p37.

D. P. Hermawan, D. Herumurti, and I. Kuswardayan, “Efektivitas Penggunaan Game Edukasi Berjenis Puzzle, RPG dan Puzzle RPG Sebagai Sarana Belajar Matematika,” JUTI J. Ilm. Teknol. Inf., vol. 15, no. 2, p. 195, 2017, doi: 10.12962/j24068535.v15i2.a663.

B. Brathwaite and I. Schreiber, Challenges for game designers, 1st ed. Rockland, MA, USA: Course Technology, 2009.

N. Kristianti, S. Niwayan Purnawati, and Suyoto, “Virtual education with puzzle games for early childhood: A study of Indonesia,” Int. J. Eng. Pedagog., vol. 8, no. 2, pp. 14–22, 2018, DOI: 10.3991/ijep.v8i2.7943.

S. Samuelson, H. M. Halff, L. Halff, and C. Brown, “Multilayered games for Physics education,” 3rd IEEE Int. Conf. Digit. Game Intell. Toy Enhance. Learn, pp. 166–170, 2010.




DOI: http://dx.doi.org/10.51213/jimp.v6i1.348

Copyright (c) 2022 J I M P - Jurnal Informatika Merdeka Pasuruan

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