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Gamification for Science Learning Media: Challenges of Teacher and Expectations of Students
The purpose of this research was to determine the response of teachers and students towards the use of computer-based games as medium for learning sciences. Data was collected from students in two classes of grade nine junior high school in Surabaya, East Java, Indonesia, through observation, questionnaire, and interviews. Science learning using games media was performed on atomic subjects by respective science teachers. Additional worksheets were also given to be used by students. Results showed that 87.50% to 100% of students supported the use of computer-based games as science learning media to achieve specified target. Based on statistical test, significant difference was found between pretest and posttest scores. On the other hand, teachers believed that the use of gamification was very good because it enabled students to play while learning. Therefore, it had the ability to prevent them from participating in less educational games. The use of computerized games as science learning media was highly accepted due to its ability to increase student’s learning activities, complied to target of classical completeness. Hence, teachers need to have a thorough understanding of ways to operate the game on computer, as effort to improve science learning.
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Publisher | International Journal of Interactive Mobile Tec : Indonesia., 2021 |
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005
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English
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1865-7923
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NONE
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