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Digitalisasi Pembelajaran: Pengaruh Edugame Terhadap Kemampuan Berfikir Kritis Siswa Slamet Sariyanto; Iswahyudi Joko Supriyitno; Dwi Sulistyaningsih
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 2: Februari 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i2.6572

Abstract

This study discusses the effect of using digital-based educational game learning media on critical thinking skills at elementary and junior high school levels with a focus on mathematics subjects. The aim is to find out whether the learning media used has an impact on students in improving critical thinking skills. The method in this study is the systematic literature review (SLR) method. This method is carried out by reviewing articles from Google Scholar and Knowledge Maps sources from the years of publication 2020-2024. The review process consists of 3 stages, namely planning, conducting and reporting, the results and conclusions obtained regarding the use of educational game media on critical thinking skills have increased in use from year to year, especially in quiz-based games, while storytelling-based games are still rarely studied in their use. The use of educational games in research that has been conducted has shown an influence in improving students critical thingking skills.
Analisis Kebutuhan Media Edugame Untuk Menunjang Pembelajaran Di Era Digitalisasi Pada Kelas VII Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 4: Juni 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i4.9318

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat kebutuhan media pembelajaran matematika sebagai media penunjang pembelajaran dengan memanfaatkan teknologi yang kini semakin berkembang permasalahan yang terjadi saat ini adalah kebiasaan siswa suka bermain game hingga lupa waktu dalam hasil survei penduduk indonesia 180 juta aktif bermain game dan 70% diantaranya usia 13 sampai 24 ditahun 2021, siswa dalam pelajaran matematika materi aljabar dan aritmatika sosial mengalami kesulitan dalam pemahamannya karena terbatasnya media pembelajaran yang tersedia. Perkembangan teknologi saat ini memberikan peluang untuk menciptakan media pembelajaran yang kreatif dan inovatif yang dapat digunakan dalam pembelajaran . Peneliti menggunakan metode ADDIE yang terbatas pada tahap analisis dan dengan menggunakan pendekatan kualitatif data diperoleh dari hasil observasi, wawancara dan angket kebutuhan siswa. hasil analisis diperoleh 83% siswa menginginkan pembelajaran dengan media edugame dan 84% rata-rata siswa menginginkan pembelajaran yang menyenangkan seperti video pembelajaran dan game edukasi. Dengan adanya media pembelajaran edugame diharpkan siswa lebih aktif, semangat dan termotivasi untuk belajar sehingga dapat meningkatkan peluang pemahaman siswa terhadap materi yang dipelajari
Effectiveness of Quizz based Edugame as Learning Support Media for Improvement of Learning Outcomes Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.377

Abstract

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.