Proceedings of the 1 st International Conference on Information Technology and Education (ICITE 2020)

Digital Game-Based Learning as A Solution to Fun Learning Challenges During the Covid-19 Pandemic

Authors
Ika Febriana Wati, Yuniawatika
Corresponding Author
Ika Febriana Wati
Available Online 15 December 2020.
DOI
10.2991/assehr.k.201214.237How to use a DOI?
Keywords
digital game-based learning, fun learning, covid-19 pandemic
Abstract

Education in Indonesia is one of the sectors that most affected by the Covid-19 outbreak. Finally, the Ministry of Education and Culture issued a policy for learning activities carried out from home. This new policy makes all elements of education must immediately adapt to existing conditions. Although learning is carried out online, it must still be following educational standards. The choice of learning model must be under the child’s psychology to be fun learning. This article aims to review how the application of digital game-based learning can be a solution to fun learning challenges during the Covid-19 pandemic. The review focus on strategic ways to apply digital game-based learning to online learning in elementary schools. This study uses a descriptive content analysis method or a descriptive content analysis study. This method is a type of non-field research method. Based on the result, solutions that can be applied to online learning during the Covid-19 pandemic is digital game-based learning models. Some of the applications used in digital game-based learning activities are Kahoot, quizzes, and adobe flash. Digital game-based learning can foster learning motivation and student activity to be involved in learning. Besides that, the application of game-based learning is also able to improve student learning outcomes and creativity.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the 1 st International Conference on Information Technology and Education (ICITE 2020)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
15 December 2020
ISBN
978-94-6239-299-1
ISSN
2352-5398
DOI
10.2991/assehr.k.201214.237How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Ika Febriana Wati
AU  - Yuniawatika
PY  - 2020
DA  - 2020/12/15
TI  - Digital Game-Based Learning as A Solution to Fun Learning Challenges During the Covid-19 Pandemic
BT  - Proceedings of the 1 st International Conference on Information Technology and Education (ICITE 2020)
PB  - Atlantis Press
SP  - 202
EP  - 210
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.201214.237
DO  - 10.2991/assehr.k.201214.237
ID  - Wati2020
ER  -