Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi)
Vol 8 No 1 (2024): SISFOTEK VIII 2024

Pengembangan Kompetensi Siswa dalam Pembelajaran dengan Menggunakan Metode Game-Based Learning

Nicholas Patrick Varian (Unknown)
Binastya Anggara Sekti (Unknown)



Article Info

Publish Date
23 Oct 2024

Abstract

Learning in classrooms is often seen as dull and lacking interaction, leading students to lose interest in understanding the material. To combat this, new teaching methods have been introduced, including interactive learning through games. Despite games' potential to boost motivation and engagement, further research is needed to understand Game-Based Learning's (GBL) specific impact on learning experiences, competency development, and student achievements. This study employs a quantitative approach, collecting data via surveys and tests on students using GBL. Hypotheses are tested through statistical analysis. Results reveal GBL's positive influence on students' learning experiences, with increased motivation, engagement, and comprehension of material. GBL also enhances students' competencies and improves learning outcomes. Thus, GBL emerges as an effective method for enhancing learning experiences, developing student competencies, and boosting academic achievements. Integrating GBL into educational curricula is crucial for improving learning quality and student outcomes.

Copyrights © 2024






Journal Info

Abbrev

SISFOTEK

Publisher

Subject

Computer Science & IT

Description

Seminar Nasional Sistem Informasi dan Teknologi (SISFOTEK) merupakan ajang pertemuan ilmiah, sarana diskusi dan publikasi hasil penelitian maupun penerapan teknologi terkini dari para praktisi, peneliti, akademisi dan umum di bidang sistem informasi dan teknologi dalam artian ...