Harnessing Serious Games For Developing Indonesian Elementary School Students’ Critical Thinking Attitudes

A. Nuryadi̇n, Dessy Nur Amelia, S. Aryanto
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Abstract

Critical thinking is one of the essential skills required in all fields in the 21st century. As a response to this need, one of the efforts that Indonesian policy-makers make is through developing Curriculum 2013 which is designed to equip students with the ability to think critically. However, instilling critical thinking skills from an early age without developing an individual’s critical thinking attitudes is not a wise choice. It is because possessing critical thinking skills without having a willingness to use them will be less beneficial. This article presents the results of a literature study on how serious games, as a product of current advancement of digital technology, can be utilised to develop three critical thinking attitudes, namely, willingness to plan, the attitude of flexibility, and consensus-seeking attitude. Moreover, this article also presents three strategies that can be used to implement serious games in Indonesian elementary school context, namely, using ADDIE (analysis, design, development, implementation, and evaluation) model as a framework for developing serious games, adapting the existing serious games with BYOD (bring your own device) model, and promoting parental and family involvement.
利用严肃游戏培养印尼小学生的批判性思维态度
批判性思维是21世纪所有领域都需要的基本技能之一。作为对这一需求的回应,印尼政策制定者所做的努力之一是通过制定2013年课程,旨在使学生具备批判性思维的能力。然而,从小灌输批判性思维技能而不培养个人的批判性思维态度并不是一个明智的选择。这是因为拥有批判性思维技能却不愿意使用它们的好处会更小。本文呈现了一项关于严肃游戏作为当前数字技术进步的产物如何被用来培养三种批判性思维态度的文献研究结果,即计划意愿、灵活性态度和寻求共识的态度。此外,本文还提出了在印尼小学环境中实施严肃游戏的三种策略,即使用ADDIE(分析、设计、开发、实施和评估)模式作为开发严肃游戏的框架,将现有的严肃游戏与BYOD(自带设备)模式相适应,以及促进父母和家庭的参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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