C. Amri, W. Setyaningrum
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引用次数: 0
RPG-based digital media for mathematics learning post Covid-19 pandemic: Indonesian student's acceptance
Observing the conditions of the current Industrial Revolution 4.0 era requires skills to use digital technology. The use of digital technology, especially smartphones in Indonesia is very high where children and adolescents of school age dominate users, and they use it for games. Children who are still in the development stage to learn have a high interest and prefer to play digital games in RPG. This problem must be solved, considering again in the Covid-19 pandemic era where control learning through direct interaction is limited and given a distance. At the same time, students must be able to learn independently. An innovation effort on this issue is to develop digital educational games to shift high interest in games to be more beneficial to learning activities. To know for sure is necessary to analyze the acceptance of Indonesian students to the media and its aspects with the technology acceptance model (TAM). This is descriptive quantitative research with a survey method. Participants filled out an online questionnaire about media acceptance in mathematics learning, especially during the Covid-19 pandemic, which developed using the TAM. Of the 608 Indonesian students who gave descriptive statistics agree on accepting games for learning during the Covid-19 pandemic. © 2022 Author(s).