Exploring high school students’ attitudes towards digital game-based learning: A perspective from Indonesia

Q2 Social Sciences
Irwanto Irwanto, U. Cahyana, Ni Putu Sri Ayuni, Rudi Suhartono Wijayako
{"title":"Exploring high school students’ attitudes towards digital game-based learning: A perspective from Indonesia","authors":"Irwanto Irwanto, U. Cahyana, Ni Putu Sri Ayuni, Rudi Suhartono Wijayako","doi":"10.20448/jeelr.v11i1.5272","DOIUrl":null,"url":null,"abstract":"Students’ attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students’ attitudes towards DGBL in chemistry. We used a quantitative study method using a self-reported survey questionnaire. The study included 480 high school students (203 males and 277 females) from various public and private high schools in Indonesia. The present study employed a cross-sectional survey design to collect data in July and August 2023. The DGBL attitude scale was adapted to evaluate students’ attitudes. The questionnaire comprised 22 items assessing students’ attitudes towards digital game-based learning. The data obtained were analyzed using descriptive statistics as well as t-tests and a one-way Analysis of Variance (ANOVA). As a result, students expressed a slightly positive attitude towards digital games in chemistry learning particularly for learning opportunities. The results also showed that there was a significant gap in students’ attitudes with regard to gender and the daily duration of smartphone use. However, there was no significant gap regarding students’ attitudes towards digital game-based learning. The findings provide valuable insights for game designers and teachers to design and implement educational games that meet student needs and expectations in order to improve learning outcomes. The results are also useful for educators and educational researchers on how demographic factors influence students’ DGBL attitudes in chemistry education in developing countries such as Indonesia.","PeriodicalId":36689,"journal":{"name":"Journal of Education and e-Learning Research","volume":"319 9","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Education and e-Learning Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20448/jeelr.v11i1.5272","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0

Abstract

Students’ attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students’ attitudes towards DGBL in chemistry. We used a quantitative study method using a self-reported survey questionnaire. The study included 480 high school students (203 males and 277 females) from various public and private high schools in Indonesia. The present study employed a cross-sectional survey design to collect data in July and August 2023. The DGBL attitude scale was adapted to evaluate students’ attitudes. The questionnaire comprised 22 items assessing students’ attitudes towards digital game-based learning. The data obtained were analyzed using descriptive statistics as well as t-tests and a one-way Analysis of Variance (ANOVA). As a result, students expressed a slightly positive attitude towards digital games in chemistry learning particularly for learning opportunities. The results also showed that there was a significant gap in students’ attitudes with regard to gender and the daily duration of smartphone use. However, there was no significant gap regarding students’ attitudes towards digital game-based learning. The findings provide valuable insights for game designers and teachers to design and implement educational games that meet student needs and expectations in order to improve learning outcomes. The results are also useful for educators and educational researchers on how demographic factors influence students’ DGBL attitudes in chemistry education in developing countries such as Indonesia.
探究高中生对基于数字游戏的学习的态度:印度尼西亚的视角
在印度尼西亚等发展中国家,尽管数字游戏在中学教育中的应用日益广泛,但学生对基于数字游戏的学习(DGBL)的态度却鲜有研究。本研究旨在探讨化学学科中学生对数字游戏学习(DGBL)的态度。我们采用了自我报告调查问卷的定量研究方法。研究对象包括来自印度尼西亚不同公立和私立高中的 480 名高中学生(男生 203 人,女生 277 人)。本研究采用横断面调查设计,于 2023 年 7 月和 8 月收集数据。研究采用了 DGBL 态度量表来评估学生的态度。问卷由 22 个项目组成,用于评估学生对基于数字游戏的学习的态度。我们使用描述性统计、t 检验和单因子方差分析(ANOVA)对所获得的数据进行了分析。结果显示,学生对化学学习中的数字游戏(尤其是学习机会)持略微积极的态度。结果还显示,学生的态度在性别和每天使用智能手机的时间上存在显著差距。然而,学生对基于数字游戏的学习的态度却没有明显差距。研究结果为游戏设计者和教师提供了宝贵的见解,帮助他们设计和实施符合学生需求和期望的教育游戏,从而提高学习效果。研究结果还有助于教育工作者和教育研究人员了解人口因素如何影响印尼等发展中国家化学教育中学生的数字游戏学习态度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
3.30
自引率
0.00%
发文量
32
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信