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4. Dampak Based on research Eric Zhi Feng Berdasarkan penelitian Eric Zhi Feng Liu Zhi Feng Liu, Eric. (2013).
permainan Liu about The Effect of Game- tentang The Effect of Game-Based Learning on The Effect of Game-
terhadap hasil Based Learning on Students Students Learning Performance in Science Based Learning on
belajar Learning Performance in Science Learning A Case of "Conveyance Go bahwa Students Learning
Learning A Case of permainan kartu pendidikan yang bernama Performance in Science
"Conveyance Go that Many Conveyance Go memberikan respon positif Learning A Case of
previous studies have pada pembelajaran sains dan meningkatkan "Conveyance Go.
demonstrated that learning pengetahuan ilmiah siswa tentang materi Procedia-Social and
motivation and efficiency can be transport dan energi. Behavioral Science 13
enhanced through educational (pp. 1044-1051).
games, and the recent introduction Turkey : Elsevier Ltd.
of enriched gaming elements has Berdasarkan penelitian S. Priatmoko tentang
made such games increasingly Penggunaan Media Sirkuit Cerdik Berbasis Priatmoko, S. (2012).
popular. The main purpose of this Chemo-Edutainment Dalam Pembelajaran Penggunaan Media
study was to help elementary Larutan Asam Basa bahwa penggunaan sirkuit Sirkuit Cerdik Berbasis
school student learn science- cerdik berpengaruh positif terhadap hasil Chemo-Edutainment
related concepts by participating belajar siswa dalam pembelajaran kimia materi Dalam Pembelajaran
in an educational card game, pokok larutan asam basa. Larutan Asam Basa.
named Conveyance Go. We then Diakses dari :
investigated the perceptions of http://download.portalga
students regarding the integration ruda.org/article.php?
of the game into science learning article=136280&val=56
as well as the educational benefits 55 pada tanggal 12
of the game with regard to Februari 2017.
learning performance. A one-
group pretestposttest design was
used with eighteen 5th grade
students from a single elementary
school in northern Taiwan. The
students demonstrated positive
attitudes toward the use of the
educational card game in science
learning. Our results also
demonstrate the effectiveness of
the proposed education card game
in improving the students
scientific knowledge of transport
and energy.
Berdasarkan hasil penelitian Iis Nurfitria Nurfitria, Lestari. (2015).
Lestari yang berjudul Pengaruh Metode Pengaruh Metode
Permainan Terhadap Motivasi Belajar Permainan Terhadap
Matematika Siswa Kelas Ii Sdn Plebengan Motivasi Belajar
menunjukkan bahwa ada pengaruh yang Matematika Siswa Kelas
5. Dampak
signifikan metode permainan terhadap Ii Sdn Plebengan.
permainan
motivasi belajar matematika, tidak ada Diakses dari :
terhadap
pengaruh yang signifikan metode ceramah http://eprints.uny.ac.id/24
semangat belajar
bervariasi terhadap motivasi matematika, dan 654/1/SKRIPSI%20IIS
ada perbedaan yang signifikan motivasi belajar %20NURFITRIA
matematika antara kelompok siswa yang diajar %20LESTARI_11108244
dengan metode 022.pdf pada tanggal 12
permainan dan metode ceramah bervariasi. Februari 2017.
6. Cara membuat In Handbook of Research on Pada buku Handbook of Research on Effective J, Scott. (2009). Designing
permainan Effective Electronic Gaming in Electronic Gaming in Education, pembuatan Games for Learning.
Education, About Designing game generasi kedua mengikuti standar ADDIE Handbook of Research
Games for Learning, The creation desain instruksional on Effective Electronic
of both The Door and Anytown Model seperti diasumsikan oleh teori di bidang Gaming in Education
followed a standard ADDIE sistem instruksional desain (McCombs, 1986; (pp. 1183-1203). USA :
instructional design model as Molenda, Pershing, & Reigeluth, 1996). University of North
posited by theorists in the field of Didalam konsepsi, proses merancang instruksi Texas
instructional systems design termasuk dalam langkah berikut:
(McCombs, 1986; Molenda, 1. Analisis
Pershing, & Reigeluth, 1996). In 2. Desain
this conception, the process of 3. Pengembangan
4. Implementasi
designing instruction
5. Evaluasi
includes the following steps:
(A)nalysis
(D)esign
(D)evelopment
(I)mplementation
(E)valuation (or Control)
7. Kendala Based on research Kamisah Menurut penelitian Kamisah Osman tentang Osman, Kamisah. (2009).
penggunaan Osman about Implementation of Implementation of Educational Computer Implementation of
permainan Educational Computer Games in Games in Malaysian Chemistry Classroom: Educational Computer
sebagai media Malaysian Chemistry Classroom: Challenges for Game Designers, bahwa dalam Games in Malaysian
pembelajaran Challenges for Game Designers, melaksanakan pendidikan Chemistry Classroom:
that in implementing educational permainan komputer di kelas Malaysia, ada Challenges for Game
computer game in Malaysian tiga kendala penting yang perlu Designers. Researches in
classroom, there are three crucial dipertimbangkan, yaitu Education (pp. 116-122).
issues that need to be considered; Ketersediaan game komputer Malaysia : Department of
viz. pendidikan di pasar yang cocok untuk Chemistry Education
(i) the availability of konteks kelas Malaysia University of Sultan Idris
educational computer Adaptasi dari permainan komputer
games in the market that pendidikan dalam sistem pendidikan
are suitable for Malaysian Malaysia
classroom context; Hambatan pada penerapan permainan
(ii) the adaptation of the komputer pendidikan di kelas Malaysi.
educational computer
games within the
Malaysian education Menurut Elizabet B. Hurlock ada Kartono, Kartini. (1995).
system and; beberapa faktor yang dapat mempengaruhi Psikologi Anak. Bandung
(iii) barriers in implementing permainan anak yaitu sebagai berikut : : Mandar Maju
educational computer a. Kesehatan
games in Malaysian b. Perkembangan motorik
classroom. c. Intelegensi
d. Jenis kelamin
e. Lingkungan
f. Status sosial ekonomi
g. Jumlah waktu bebas
h. Peralatan bermain
*Usahakan ada dari asing dan penerbitan paling lama 7 tahun dari sekarang