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Integration of the Game "Cooking Crazy Restaurant" and Direct Practice in Cooking Learning for Latiffa Az-Zahra Kindergarten Children Nabila; Khaira, Alesha
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i3.2652

Abstract

This innovative study investigates the synergy between digital gamification and kinesthetic pedagogy through the hybrid implementation of the educational game "Cooking Crazy Restaurant" and physical cooking practice in Latiffa Az-Zahra Kindergarten. With a mixed-methods experimental design integrating quantitative (gameplay scores, time-on-task metrics) and qualitative (semi-structured interviews, participant observation) analyses, the study uncovers the bidirectional learning transfer mechanisms between virtual competencies and real-world skills. Empirical data show a 72% increase in procedural accuracy in measuring ingredients, a 41% decrease in error rate in hygiene techniques, and an 88% achievement in retention of nutritional concepts after 8 weeks of intervention. Thematic analysis identified three pillars of success: (1) a dynamic difficulty adjustment system that creates an optimal flow state for beginners, (2) a haptic-visual synchronization mechanism that strengthens sensorimotor connections, and (3) a social learning scaffolding architecture through the co-op challenges feature. The implementation of the Phygital Pedagogy Framework model not only increased cooking self-efficacy (+54 points on the Bandura scale) but also spurred the development of 21st century skills such as critical sequencing and resource management. This finding revolutionizes the early childhood education paradigm by proving that game-technology integration is not just an entertainment tool, but a cognitive amplifier that can transform passive learning into experiential mastery.
The Effectiveness of Educational Game Applications in Enhancing Learning Motivation Among Elementary School Students in the Digital Era Azzahra, Putri Latiffa; Khaira, Alesha
International Journal Education and Computer Studies (IJECS) Vol. 5 No. 1 (2025): MARCH
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v5i1.3993

Abstract

The purpose of this study is to assess the degree to which educational game apps increase the learning motivation in elementary school students with regard to the occurrence of digitization. The study, using a mixed methodology, was conducted in 5 elementary schools with 150 students, 15 teachers, and 5 school principals. Three questionnaires were issued with regard to the SYB schemes, structured observations, interviews and documents being drawn in order to obtain consistent data. The results indicate that the students are significantly more enthusiastic to learn, (d = 0.82). The best usage model was determined to be 15 to 20 min per trial, 2-3 trials per week. In terms of intrinsic motivation there were increases due to curiosity (∆+1.2), independence (∆+1.1) and willingness to take challenges (∆+1.4). Main factors supporting the implementation of learning through trainees include the presence of technological infrastructure (85%), teachers’ competences (79%), and the school system support. These results offer useful insight for the design of tech-based learning interventions at the elementary level, indicating the need for consistent implementation protocols and for school-developer partnerships to be forged.