Trends in Organizing Learning using Games as a Basis Science
Keywords:
Game-based learning, Science teaching, Student DevelopmentAbstract
Game-based learning in science teaching aims to synthesize research related to game-based learning in science teaching. The synthesis issues are classified into 4 traits: 1. Studying the countries that use game-based learning in science teaching. 2. Studying the target group in game-based learning research in science teaching. 3. Studying the game formats used by researchers in teaching science. 4. Studying the development of students’ competencies of researchers. The method for studying the current trends in game-based learning research in science teaching for a 5-year period from 2019 to 2023 consists of 4 steps: 1. Selection of research. 2. Identification and systematic categorization. 3. Analysis and synthesis of the study results. 4. Summary and discussions of the results. The study of game-based learning trends over a 5-year period revealed that the United States is the country that has conducted the most research on game-based learning. The target groups of researchers are students, student teachers, and teachers. The types of games that researchers use to teach science that are most commonly used are 1) Digital Games, 2) Video Games, 3) Online Games, 4) AR Games, 5) Board Games, 6) Mobile Games, 7) VR Games, and E-book Games, respectively. Researchers use games to develop learners in 4 areas: 1) Knowledge Development, 2) Skill Development, 3) Attitude Development, and 4) Science Process Skill. The game format is adjusted to keep up with the learners' times. Most of the games are easy for learners to access and can integrate related knowledge to achieve the game's goals of finding a way to finish the game. This part will help promote learners to gain more knowledge and understanding of science content, leading to the development of learning achievement and learning skills in various areas so that learners can learn by themselves and apply them in the future.
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