Educational Game as An Effort to Accelerate Learning After The Covid-19 Pandemic

K. U. Syaliman, Nina Fadillah Najwa, Jan Alif Kreshna
{"title":"Educational Game as An Effort to Accelerate Learning After The Covid-19 Pandemic","authors":"K. U. Syaliman, Nina Fadillah Najwa, Jan Alif Kreshna","doi":"10.37385/jaets.v4i1.1322","DOIUrl":null,"url":null,"abstract":"The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet network (online or online). Learning carried out online creates many problems, so it is considered ineffective and causes learning loss. Various methods have been taken to overcome this learning loss, including collaborating with various parties and issuing various regulations. In addition, teachers are also required to provide a new spirit in creating and innovating to provide effective, efficient, and competitive learning media. One way is to do educational game-based learning. Educational games are considered adequate for overcoming learning losses because learning media with educational games require players to participate in determining outcomes, have an entertainment side, and can increase creativity and problem-solving skills. The planned research method stages for collecting the required data are observation, interviews, and literature study. As for the development of educational games in this study, the prototype development method will be used. This study's result is that the Educational Game design has produced output that meets the needs. In future research, when this design is implemented, it is hoped that it will be an alternative medium for accelerating post-pandemic learning.","PeriodicalId":34350,"journal":{"name":"Journal of Applied Engineering and Technological Science","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Applied Engineering and Technological Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37385/jaets.v4i1.1322","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
引用次数: 3

Abstract

The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet network (online or online). Learning carried out online creates many problems, so it is considered ineffective and causes learning loss. Various methods have been taken to overcome this learning loss, including collaborating with various parties and issuing various regulations. In addition, teachers are also required to provide a new spirit in creating and innovating to provide effective, efficient, and competitive learning media. One way is to do educational game-based learning. Educational games are considered adequate for overcoming learning losses because learning media with educational games require players to participate in determining outcomes, have an entertainment side, and can increase creativity and problem-solving skills. The planned research method stages for collecting the required data are observation, interviews, and literature study. As for the development of educational games in this study, the prototype development method will be used. This study's result is that the Educational Game design has produced output that meets the needs. In future research, when this design is implemented, it is hoped that it will be an alternative medium for accelerating post-pandemic learning.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
教育游戏是新冠肺炎大流行后加快学习的一种努力
新冠肺炎疫情迫使我们通过互联网(在线或在线)进行学习。在线学习产生了许多问题,因此被认为是无效的,并导致学习损失。为了克服这种学习损失,我们采取了各种方法,包括与各方合作和颁布各种规定。此外,教师还需要在创造和创新中提供一种新的精神,以提供有效,高效和有竞争力的学习媒体。一种方法是进行基于游戏的教育学习。教育类游戏被认为足以克服学习损失,因为教育类游戏的学习媒体要求玩家参与决定结果,有娱乐的一面,可以提高创造力和解决问题的技能。收集所需数据的计划研究方法阶段为观察、访谈和文献研究。对于本研究中教育类游戏的开发,将采用原型开发的方法。这项研究的结果是,教育游戏设计已经产生了满足需求的输出。在未来的研究中,当这种设计被实施时,希望它将成为加速大流行后学习的替代媒介。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
1.50
自引率
0.00%
发文量
0
审稿时长
4 weeks
期刊最新文献
Performance Analysis of Task Offloading in Mobile Edge Cloud Computing for Brain Tumor Classification Using Deep Learning Deep Feature Wise Attention Based Convolutional Neural Network for Covid-19 Detection Using Lung CT Scan Images Capacity Enhancement in D2D 5G Emerging Networks: A Survey Classification of Multiple Emotions in Indonesian Text Using The K-Nearest Neighbor Method Smart_Eye: A Navigation and Obstacle Detection for Visually Impaired People through Smart App
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1