Gamification for Science Learning Media Challenges of Teacher and Expectations of Students

Dublin Core

Title

Gamification for Science Learning Media Challenges of Teacher and Expectations of Students

Subject

Teacher Responses
Students' Expectation
Gamification
Learning Science

Description

The purpose of this research is to determine the response of teachers and students towards the use of computer-based games as a medium for learning Sciences. Data were obtained from students of two ninth-grade classes of Junior high school in Surabaya, East Java, Indonesia, through observation, questionnaire, and interviews. Science learning on atomic subjects was carried out by each science teacher, while students used computerized games and worksheets. The results showed that 87.50% to 100% of students supported the use of computer-based games as a science learning media to achieve the specified target. Meanwhile, teachers believe that the use of this technique is very good because it enables students to play and learn. Therefore it has the ability to prevent them from participating in uneducational games. 

Creator

Lutfi, Achmad
Hidayah, Rusly

Source

International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 01 (2021); pp. 142-154
1865-7923

Publisher

International Association of Online Engineering (IAOE), Vienna, Austria

Date

2021-01-12

Rights

Copyright (c) 2021 Achmad Lutfi, Rusly Hidayah

Relation

Format

application/pdf

Language

eng

Type

info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article

Identifier

Citation

Achmad Lutfi and Rusly Hidayah, Gamification for Science Learning Media Challenges of Teacher and Expectations of Students, International Association of Online Engineering (IAOE), Vienna, Austria, 2021, accessed November 8, 2024, https://igi.indrastra.com/items/show/1754

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