PENGGUNAAN METODE BELAJAR BERBASIS GAME SEBAGAI UPAYA MEMECAHKAN PROBLEMATIKA DALAM PEMBELAJARAN SEJARAH

Ananda Savira Vinidiansyah, Nurhaniah Nurhaniah, Andi Andi
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Abstract

This study aims to find out about the implemention of game-based learning methods that can be used by history teachers to create better and interesting learning activities, this is because many teachers are less skilled in using learning methods. In fact, if you look closely, there are various kinds of learning methods that can be used to lure students to be more active in creating a pleasant learning atmosphere, especially in history learning, such as the use of game-based learning methods. The method used in this study is a research method with a descriptive qualitative approach. The data sources used in this study are classified into two sources, namely primary data sources and secondary data sources. Primary data sources were obtained through interviews with informants, namely five students who had experience learning game-based history at the X, XI, and XII grades of SMAIT Mentari Ilmu Karawang, SMAI Al-Azhar Summarecon Bekasi, SMAN 13 Tangerang, SMAN 1 Teluk Jambe Timur, and SMAIT Al-Irsyad Karawang. Meanwhile, secondary data sources are obtained through documents in the form of books, scientific journals or studies that are relevant to the research theme. The results of this study indicate that from various schools, teachers in carrying out learning, especially in history subjects, have used game-based learning methods. Game-based learning used by teachers are games such as Kahoot, Quizizz, WorldWall, QuizWhizzer, Educandy and some even play guessing pictures. The game can be used easily without taking a long time. Learning history by using games can make the learning atmosphere more exciting and challenging. So game-based learning can be used by teachers to avoid monotonous and boring activities. With this game-based learning, especially in history lessons, it can change the public's view of the image of history which was previously considered to be of the view that learning history is not too exciting.
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使用基于游戏的学习方法作为解决历史学习中的问题
本研究的目的在于找出如何运用游戏式的学习方法,让历史教师能够创造出更好、更有趣的学习活动,这是因为许多教师在使用学习方法方面的技能较差。事实上,如果仔细观察,可以使用各种学习方法来吸引学生更积极地创造愉快的学习氛围,特别是在历史学习中,例如使用基于游戏的学习方法。本研究使用的方法是一种描述性定性方法的研究方法。本研究使用的数据来源分为两个来源,即主要数据来源和次要数据来源。同时,通过与研究主题相关的书籍、科学期刊或研究等形式的文献获得辅助数据源。本研究结果表明,从各个学校来看,教师在进行学习时,特别是在历史学科中,都采用了基于游戏的学习方法。教师使用的基于游戏的学习是Kahoot, Quizizz, WorldWall, quizwhiizzer, Educandy等游戏,有些甚至玩猜图游戏。游戏可以很容易地使用,不需要很长时间。通过游戏学习历史可以使学习氛围更加刺激和富有挑战性。因此,教师可以使用基于游戏的学习来避免单调和无聊的活动。通过这种以游戏为基础的学习,特别是在历史课上,它可以改变公众对历史形象的看法,以前人们认为学习历史并不太令人兴奋。
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PEMILIHAN APLIKASI ACTIVE PRESENTER UNTUK PEMBUATAN MEDIA PEMBELAJARAN SEJARAH MEDIA INOVATIF BERBASIS GOOGLE CLASSROOM DALAM PEMBELAJARAN SEJARAH UNTUK MENINGKATKAN ANALYTICAL SKILLS SEJARAH LOKAL DALAM KURIKULUM MERDEKA: SITUS LOYANG MENDALE DAN LOYANG UJUNG KARANG SEBAGAI MUATAN SEJARAH LOKAL DALAM PEMBELAJARAN SEJARAH PERKEMBANGAN SMA YPP PANDEGLANG TAHUN 1982-2020 DAMPAK SOSIAL BAGI MASYARAKAT PASCA KERUSUHAN ANTAR SUKU MADURA-MELAYU DI KECAMATAN PEMANGKAT, KABUPATEN SAMBAS PADA TAHUN 1999
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