Role-Playing Game (RPG) to Increase Student's Learning Motivation

IF 1.2 4区 教育学 Q3 EDUCATION, SPECIAL Journal of Special Education Technology Pub Date : 2022-12-14 DOI:10.23887/jet.v6i4.45471
Ana Fatwatush Sholichah, G. Gunarhadi, Akhmad Arif Musadad
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引用次数: 1

Abstract

Online learning during the Covid-19 pandemic made teachers and students study separately and resulting in low student learning enthusiasm. This study aims to create a learning media Role-Playing Game (RPG) to increase student motivation. This research is Research and Development with the Alessi & Trollip model. The population in this study amounted to 512. The sampling technique was a simple random sampling of 120 students. At the alpha test stage, the media was validated by 3 media experts and 3 material experts. After the revision was carried out in the alpha test, the media was beta tested to determine its effectiveness in increasing student learning motivation. The data collection method is quantitative, using a questionnaire instrument and quantitative data analysis using the SPSS 25 program. The results showed that the RPG media created was in the "Very Appropriate" category with an average percentage of 95%. It was concluded that learning using RPG media proved to be more effective than classes that did not use RPG or conventional media, with a score obtained from the statistical test results at a significance level of 0.000 which is less than 0.05 (0.000<0.05). This study implies that teachers need to choose media suitable for learning needs to attract students' enthusiasm for learning.
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角色扮演游戏提高学生的学习动机
新冠肺炎疫情期间,在线学习导致师生分开学习,学生学习热情不高。本研究旨在创造一种学习媒体角色扮演游戏(RPG),以提高学生的学习动机。本研究采用Alessi & Trollip模型进行研究与开发。这项研究的总人数为512人。抽样方法是对120名学生进行简单的随机抽样。在alpha测试阶段,媒体由3位媒体专家和3位材料专家进行验证。在进行alpha测试后,对媒体进行beta测试,以确定其在提高学生学习动机方面的有效性。数据收集方法是定量的,使用问卷调查工具,使用SPSS 25程序对数据进行定量分析。结果显示,所创造的RPG媒体属于“非常合适”类别,平均比例为95%。结论:使用RPG媒体学习比不使用RPG或传统媒体的班级更有效,统计检验结果的得分为0.000,显著性水平小于0.05(0.000<0.05)。本研究提示教师需要选择适合学习需要的媒体来吸引学生的学习热情。
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来源期刊
CiteScore
3.90
自引率
15.80%
发文量
31
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