Proceedings of the International Conference on Engineering, Technology and Social Science (ICONETOS 2020)

Game Based Learning as an Alternative During the Covid-19 Epidemic Based on K-13 for Indonesia Elementary Schools

Authors
Fresy Nugroho, Eko Mulyanto Yuniarno, Mochamad Hariadi
Corresponding Author
Fresy Nugroho
Available Online 22 April 2021.
DOI
10.2991/assehr.k.210421.030How to use a DOI?
Keywords
Serious-game, K-13, Activity Theory Model, Bloom’s Taxonomy
Abstract

Serious-game is a new online learning approach, which is proven to increase students’ knowledge and skills. During the COVID-19 period, students, especially in Indonesia, still experienced several obstacles in taking online learning using e-learning. For example, students quickly got bored. Therefore, to increase student interest in education, it is necessary to develop serious-game, with a fun element. In this study, to improve students’ engagement with learning materials, we made a K-13 based serious-game. This paper describes it based on three aspects of Bloom’s taxonomy and applies the activity theory model. At the validation stage, the validator consists of 20 multimedia experts, teachers, and students, respectively. In the testing phase, we tested serious-game on 60 students from elementary schools in East Java. Testing did by giving a questionnaire before playing and after playing 10, 25, and 30 times. They were testing to determine the improvement in cognitive, affective, and psychomotor students. The students’ mean score during the pre-test was 58.23. After playing ten times, the students’ mean score was 65.95. After playing 25 times, the students’ achievement increased to 72.54, and after playing 30 times, the students’ understanding rose to 79.61. The test results on 60 students stated that there was a significant positive increase. After playing, students’ improvement proved to be balanced because the proposed design considered three aspects of Bloom’s Taxonomy.

Copyright
© 2021, 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 International Conference on Engineering, Technology and Social Science (ICONETOS 2020)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
22 April 2021
ISBN
978-94-6239-368-4
ISSN
2352-5398
DOI
10.2991/assehr.k.210421.030How to use a DOI?
Copyright
© 2021, 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  - Fresy Nugroho
AU  - Eko Mulyanto Yuniarno
AU  - Mochamad Hariadi
PY  - 2021
DA  - 2021/04/22
TI  - Game Based Learning as an Alternative During the Covid-19 Epidemic Based on K-13 for Indonesia Elementary Schools
BT  - Proceedings of the International Conference on Engineering, Technology and Social Science (ICONETOS 2020)
PB  - Atlantis Press
SP  - 210
EP  - 218
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.210421.030
DO  - 10.2991/assehr.k.210421.030
ID  - Nugroho2021
ER  -