The need for electronic games to support student involvement and concentration in learning
The urgency of the potential use of electronic games in learning is in line with the increasingly advanced technology and as an effort to increase student engagement and concentration. Student involvement and concentration is the key so students can have a learning experience. One alternative soluti...
Main Authors: | , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
University of Mataram
2023-07-01
|
Series: | Jurnal Pijar MIPA (Pengkajian Ilmu dan Pengajaran Matematika dan Ilmu Pengetahuan Alam) |
Subjects: | |
Online Access: | https://jurnalfkip.unram.ac.id/index.php/JPM/article/view/5213 |
_version_ | 1827859632703406080 |
---|---|
author | zakirman zakirman Widiasih Widiasih Rika Aprianti Khoirotun Nadiyyah |
author_facet | zakirman zakirman Widiasih Widiasih Rika Aprianti Khoirotun Nadiyyah |
author_sort | zakirman zakirman |
collection | DOAJ |
description | The urgency of the potential use of electronic games in learning is in line with the increasingly advanced technology and as an effort to increase student engagement and concentration. Student involvement and concentration is the key so students can have a learning experience. One alternative solution is the development of electronic games to support learning. The electronic game developed in this study uses Unity software. This type of research is descriptive and qualitative and aims to describe the need for electronic games to support student involvement and concentration in learning. Data collection techniques using questionnaires. The questionnaire was made using G-Form containing 7 question items in the form of checklists or descriptions in each item answer column according to the respondent's opinion. The questionnaire was distributed online to respondents who were teachers and lecturers from various educational units in the city of Padang. Based on the study's results, electronic games are needed to increase student involvement and attention in learning activities. Games make learning fun and varied to stimulate students' interest in learning. Students with a high interest in learning will show engagement and involvement to do something diligently for a long time, be easier to concentrate, remember, and not quickly bored with what is being learned. |
first_indexed | 2024-03-12T13:11:09Z |
format | Article |
id | doaj.art-46cfc89448044e12b458daafe59bfd98 |
institution | Directory Open Access Journal |
issn | 1907-1744 2460-1500 |
language | English |
last_indexed | 2024-03-12T13:11:09Z |
publishDate | 2023-07-01 |
publisher | University of Mataram |
record_format | Article |
series | Jurnal Pijar MIPA (Pengkajian Ilmu dan Pengajaran Matematika dan Ilmu Pengetahuan Alam) |
spelling | doaj.art-46cfc89448044e12b458daafe59bfd982023-08-28T02:13:26ZengUniversity of MataramJurnal Pijar MIPA (Pengkajian Ilmu dan Pengajaran Matematika dan Ilmu Pengetahuan Alam)1907-17442460-15002023-07-0118459260010.29303/jpm.v18i4.52135932The need for electronic games to support student involvement and concentration in learningzakirman zakirman0Widiasih Widiasih1Rika Aprianti2Khoirotun Nadiyyah3Universitas TerbukaPhysics Education Department, Faculty of Teacher Training and Education, Universitas TerbukaPhysics Education Department, Faculty of Teacher Training and Education, Universitas TerbukaPhysics Education Department, Faculty of Teacher Training and Education, Universitas TerbukaThe urgency of the potential use of electronic games in learning is in line with the increasingly advanced technology and as an effort to increase student engagement and concentration. Student involvement and concentration is the key so students can have a learning experience. One alternative solution is the development of electronic games to support learning. The electronic game developed in this study uses Unity software. This type of research is descriptive and qualitative and aims to describe the need for electronic games to support student involvement and concentration in learning. Data collection techniques using questionnaires. The questionnaire was made using G-Form containing 7 question items in the form of checklists or descriptions in each item answer column according to the respondent's opinion. The questionnaire was distributed online to respondents who were teachers and lecturers from various educational units in the city of Padang. Based on the study's results, electronic games are needed to increase student involvement and attention in learning activities. Games make learning fun and varied to stimulate students' interest in learning. Students with a high interest in learning will show engagement and involvement to do something diligently for a long time, be easier to concentrate, remember, and not quickly bored with what is being learned.https://jurnalfkip.unram.ac.id/index.php/JPM/article/view/5213electronic game, educational game, involvement, concentration |
spellingShingle | zakirman zakirman Widiasih Widiasih Rika Aprianti Khoirotun Nadiyyah The need for electronic games to support student involvement and concentration in learning Jurnal Pijar MIPA (Pengkajian Ilmu dan Pengajaran Matematika dan Ilmu Pengetahuan Alam) electronic game, educational game, involvement, concentration |
title | The need for electronic games to support student involvement and concentration in learning |
title_full | The need for electronic games to support student involvement and concentration in learning |
title_fullStr | The need for electronic games to support student involvement and concentration in learning |
title_full_unstemmed | The need for electronic games to support student involvement and concentration in learning |
title_short | The need for electronic games to support student involvement and concentration in learning |
title_sort | need for electronic games to support student involvement and concentration in learning |
topic | electronic game, educational game, involvement, concentration |
url | https://jurnalfkip.unram.ac.id/index.php/JPM/article/view/5213 |
work_keys_str_mv | AT zakirmanzakirman theneedforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT widiasihwidiasih theneedforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT rikaaprianti theneedforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT khoirotunnadiyyah theneedforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT zakirmanzakirman needforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT widiasihwidiasih needforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT rikaaprianti needforelectronicgamestosupportstudentinvolvementandconcentrationinlearning AT khoirotunnadiyyah needforelectronicgamestosupportstudentinvolvementandconcentrationinlearning |