J. Penelitian, Pendidikan Ipa, Ali Usman, Agus Prasetyo Utomo, Fitri Amilia, Chusnul Khotimah Galatea
{"title":"印度尼西亚教育游戏学习研究:文献系统回顾","authors":"J. Penelitian, Pendidikan Ipa, Ali Usman, Agus Prasetyo Utomo, Fitri Amilia, Chusnul Khotimah Galatea","doi":"10.29303/jppipa.v10i3.5321","DOIUrl":null,"url":null,"abstract":"Research on educational games in learning contexts and advances in science and technology are becoming increasingly important. This research aims to analyze the use of educational games in the learning context in Indonesia, focusing on computer science and social science. The method used in this research is a Systematic Literature Review (SLR), with inclusion criteria of publication period between 2018 and 2023, English language articles, article accessibility, and relevance to computer science and social sciences. The results of this research analysis include several important findings, namely: 1) the number of educational game document publications has fluctuated, 2) affiliation trends vary, 3) author trends also vary, and 4) the results of the systematic analysis show that educational games can improve student academic achievement, problem-solving abilities, creative thinking, and independent learning abilities. In addition, the role of teachers and parents is recognized as an important factor in supporting and maximizing the benefits of digital educational technology. The findings from this research emphasize the importance of designing learning that integrates educational game-based approaches to improve the quality of learning and achieve better learning outcomes for students. The implications of this research provide a basis for developing innovative and sustainable learning strategies in the fields of computer science and social sciences in Indonesia.","PeriodicalId":31522,"journal":{"name":"Jurnal Penelitian Pendidikan IPA","volume":" 546","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-03-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures\",\"authors\":\"J. Penelitian, Pendidikan Ipa, Ali Usman, Agus Prasetyo Utomo, Fitri Amilia, Chusnul Khotimah Galatea\",\"doi\":\"10.29303/jppipa.v10i3.5321\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Research on educational games in learning contexts and advances in science and technology are becoming increasingly important. This research aims to analyze the use of educational games in the learning context in Indonesia, focusing on computer science and social science. The method used in this research is a Systematic Literature Review (SLR), with inclusion criteria of publication period between 2018 and 2023, English language articles, article accessibility, and relevance to computer science and social sciences. The results of this research analysis include several important findings, namely: 1) the number of educational game document publications has fluctuated, 2) affiliation trends vary, 3) author trends also vary, and 4) the results of the systematic analysis show that educational games can improve student academic achievement, problem-solving abilities, creative thinking, and independent learning abilities. In addition, the role of teachers and parents is recognized as an important factor in supporting and maximizing the benefits of digital educational technology. The findings from this research emphasize the importance of designing learning that integrates educational game-based approaches to improve the quality of learning and achieve better learning outcomes for students. The implications of this research provide a basis for developing innovative and sustainable learning strategies in the fields of computer science and social sciences in Indonesia.\",\"PeriodicalId\":31522,\"journal\":{\"name\":\"Jurnal Penelitian Pendidikan IPA\",\"volume\":\" 546\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-03-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Penelitian Pendidikan IPA\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29303/jppipa.v10i3.5321\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Penelitian Pendidikan IPA","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29303/jppipa.v10i3.5321","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
有关学习环境中的教育游戏以及科学技术进步的研究正变得越来越重要。本研究旨在分析教育游戏在印度尼西亚学习环境中的应用,重点关注计算机科学和社会科学。本研究采用的方法是系统文献综述(Systematic Literature Review,SLR),纳入标准为发表时间在 2018 年至 2023 年之间、英文文章、文章可读性以及与计算机科学和社会科学的相关性。本次研究分析的结果包括几个重要发现,即1)教育游戏文献的发表数量有所波动;2)归属趋势各不相同;3)作者趋势也各不相同;4)系统分析结果显示,教育游戏可以提高学生的学业成绩、解决问题的能力、创造性思维和自主学习能力。此外,教师和家长的作用被认为是支持数字教育技术并使其效益最大化的重要因素。本研究的结果强调了设计整合教育游戏方法的学习的重要性,以提高学习质量,为学生取得更好的学习成果。本研究的意义为印度尼西亚在计算机科学和社会科学领域制定创新和可持续的学习战略奠定了基础。
Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures
Research on educational games in learning contexts and advances in science and technology are becoming increasingly important. This research aims to analyze the use of educational games in the learning context in Indonesia, focusing on computer science and social science. The method used in this research is a Systematic Literature Review (SLR), with inclusion criteria of publication period between 2018 and 2023, English language articles, article accessibility, and relevance to computer science and social sciences. The results of this research analysis include several important findings, namely: 1) the number of educational game document publications has fluctuated, 2) affiliation trends vary, 3) author trends also vary, and 4) the results of the systematic analysis show that educational games can improve student academic achievement, problem-solving abilities, creative thinking, and independent learning abilities. In addition, the role of teachers and parents is recognized as an important factor in supporting and maximizing the benefits of digital educational technology. The findings from this research emphasize the importance of designing learning that integrates educational game-based approaches to improve the quality of learning and achieve better learning outcomes for students. The implications of this research provide a basis for developing innovative and sustainable learning strategies in the fields of computer science and social sciences in Indonesia.