Educational Game as An Effort to Accelerate Learning After The Covid-19 Pandemic

Q3 Engineering
K. U. Syaliman, Nina Fadillah Najwa, Jan Alif Kreshna
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引用次数: 3

Abstract

The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet network (online or online). Learning carried out online creates many problems, so it is considered ineffective and causes learning loss. Various methods have been taken to overcome this learning loss, including collaborating with various parties and issuing various regulations. In addition, teachers are also required to provide a new spirit in creating and innovating to provide effective, efficient, and competitive learning media. One way is to do educational game-based learning. Educational games are considered adequate for overcoming learning losses because learning media with educational games require players to participate in determining outcomes, have an entertainment side, and can increase creativity and problem-solving skills. The planned research method stages for collecting the required data are observation, interviews, and literature study. As for the development of educational games in this study, the prototype development method will be used. This study's result is that the Educational Game design has produced output that meets the needs. In future research, when this design is implemented, it is hoped that it will be an alternative medium for accelerating post-pandemic learning.
教育游戏是新冠肺炎大流行后加快学习的一种努力
新冠肺炎疫情迫使我们通过互联网(在线或在线)进行学习。在线学习产生了许多问题,因此被认为是无效的,并导致学习损失。为了克服这种学习损失,我们采取了各种方法,包括与各方合作和颁布各种规定。此外,教师还需要在创造和创新中提供一种新的精神,以提供有效,高效和有竞争力的学习媒体。一种方法是进行基于游戏的教育学习。教育类游戏被认为足以克服学习损失,因为教育类游戏的学习媒体要求玩家参与决定结果,有娱乐的一面,可以提高创造力和解决问题的技能。收集所需数据的计划研究方法阶段为观察、访谈和文献研究。对于本研究中教育类游戏的开发,将采用原型开发的方法。这项研究的结果是,教育游戏设计已经产生了满足需求的输出。在未来的研究中,当这种设计被实施时,希望它将成为加速大流行后学习的替代媒介。
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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来源期刊
CiteScore
1.50
自引率
0.00%
发文量
0
审稿时长
4 weeks
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