Optimizing Learning through Game-Based Learning to Effectively Improve the Quality and Outcomes of Student Learning

Noor Khalisah

Abstract


This study aims to examine the optimization of learning through the Game-Based Learning (GBL) method to effectively improve the quality and learning outcomes of students. Game-Based Learning is an approach that integrates games into the learning process to enhance student engagement, motivation, and understanding of the subject matter. By using GBL, students are expected to be more active and enthusiastic in learning while developing important cognitive and social skills. This study analyzes the implementation of GBL in various educational contexts and assesses its impact on improving student learning outcomes. The results show that the use of GBL can increase learning motivation, conceptual understanding, and academic performance. Therefore, Game-Based Learning can be an effective solution to improve the quality of education at various levels

Full Text:

Download PDF

References


Aini, Firosa Nur, “Influence Game Based Learning "Regarding the Interest and Learning Outcomes in Economics Subjects of Class XI IPS Students", Journal of Economic Education, Vol. 6 No. 3, 2018.

Ministry of Religion of the Republic of Indonesia, "Al-Qur'an and its Translations", (Semarang: PT. Karya Toha Putra, 2012.

Djamarah, Syaiful Bahri and Aswan Zain, "Teaching and Learning Strategies", Jakarta: Rineka Cipta, 2010.

Fauzan, M.A, "Learning Planning in SD/MI", Jakarta: Kencana, 2020.

Hidayat, R,"Game-Based Learning: Academic Games as a Supporting Method for Entrepreneurship Learning”, Find it. Psychol, Vol. 26, No. 2, 2018.

Jan L. Plass, Bruce D. Homer, dan Charles K. Kinzer, “Foundations of Game Based Learning”, in Jan L. Pass, et al., Handbook of Game Based Learning, London: The MIT Press, 2019.

M. Maulidina, S. Susilaningsih, and Z. Abidin, “Development Game Based Learning Based on a Scientific Approach for Grade IV Elementary School Students", JINOTEP (Inov Journal. and Technol. Learning), Vol. 4, No. 2, 2018

Martono, K. Teguh, “Design Game Edukasi Fish Identity By Using Java”, J. Syst. computer, Vol. 01, No. 01, 2011.

Nata, Abudin, Education from the perspective of the Al-Qur'an, Jakarta: UIN Jakarta Press, 2005.

Parwati, Ni Nyoman, "Learning and Learning", Depok: PT Rajagrafindo Persada, 2018.

Excellent, Natalis Sukma,"Game Based Learning As One of the Learning Solutions and Innovations for Digital Natives", JPK, Vol. 22 No. 2, 2022.

Safitri, Nur Asiah, “Model Application Game Based Learning "To Improve Student Learning Outcomes in Moral Creed Subjects at Madrasah Tsanawiyah Negeri 2 Muaro Jambi", Islamic Educational Studies: an Indonesia Journal, Vol. 2 No. 1, 2022.

Sudjana, Nana, "Basics of the Teaching and Learning Process", (Bandung: Sinar Baru Algensindo, 2013.

Sukoco, Ika Asti Astuti, and M. Suyanto, "Application of the User Centered Design Method in Game Based Learning "Towards Student Learning Motivation", Journal of Interactive Information, No.1(2), 2017.

Syafruddin, Umar, "Introduction to Islamic Education", Depok: Rajawali Press, 2021.

Winatha, Komang Redy and I Made Dedy Setiawan, “Influence Game based Learning Regarding Motivation and Learning Achievement”, Scholaria: Journal of Education and Culture, Vol. 10. No. 3, 2020.


Refbacks

  • There are currently no refbacks.