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Journal : JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING

The Barriers of Using Video Games as a Media for Teaching and Learning Purposes: A Case Study in Indonesia Wibowo, Tony; Pee, Ahmad Naim Che; Ahmad, Ibrahim
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 7 No. 2 (2024): Vol. 7 No. 2 (2024): Issues January 2024
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v7i2.11333

Abstract

The 21st century has seen the remarkable growth of the video game industry, which has surpassed other entertainment sectors in terms of financial value. The COVID-19 pandemic further emphasized the importance of video games as a means of socialization and entertainment. However, despite their potential in education, the adoption of video games as a learning media faces numerous barriers. This study explores these barriers, particularly in the context of Indonesia, a country with a burgeoning video game culture. The research uses a mixed-methods approach, including qualitative interviews and quantitative surveys with stakeholders such as parents, teachers, students, and government officials. The findings reveal several key barriers to adopting video games in formal education in Indonesia. There is an inherent mistrust of video games among Indonesians, which makes the use of video games as a learning media challenging. There is a lack of video games designed for educational purposes suitable for Indonesia's formal education system. The lack of government support for video games as learning media also becomes an issue. We suggest collaboration between local game developers and education practitioners could help design video games that balance gameplay mechanics and educational content. Successful case studies of video games in education can potentially change negative perceptions among teachers, parents, and students. In addition, government support and recognition of video games as valid learning media are essential for wider adoption in Indonesia's formal education system. Future research should focus on developing and adopting video games specifically designed for educational purposes to address these barriers effectively
Experimental Study: Acceptance of Student Moral Developing Through Games Education with Expectation Confirmation Theory Wibowo, Tony; Lijaputra , Delphy; Marcellino, Marcellino; Syahputra , Bayu
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 8 No. 2 (2025): Issues January 2025
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v8i2.13204

Abstract

Students' moral development is an important aspect of education, especially in the digital era, where media plays a significant role in the formation of moral values. Video games as interactive media have become a potential tool for developing ethical and moral decision-making abilities. Video games offer a simulated environment that allows students to confront complex moral dilemmas, which have previously been shown to hone critical thinking skills. This study explores the acceptance of video games as a tool for developing students' moral reasoning, using the Expectation Confirmation Theory (ECT), Technology Acceptance Model (TAM), and DeLone and McLean Information System Success Model (D&M). Involving 150 students, the study measured constructs such as perceived usefulness (PU), perceived ease of use (PEOU), information quality (IQ), system quality (SQ), user satisfaction (US), intention to use (IU), and user behavior (UB). Results from SEM analysis showed that while perceived usefulness and ease of use positively influenced intentions to use, actual user behavior did not always align with these intentions after confirmation. However, user satisfaction remained a strong predictor of continued engagement. This emphasize the need for better alignment between user expectations and experiences. These findings highlight the potential of video games in moral education and suggest avenues for improving their design and implementation to enhance educational outcomes