Continuous managing the quality of education in the Covid-19 pandemic has been a unique challenge, and the government has acknowledged to shift from conventional to screen adopting technology. This research attempts to examine the relationship between technological understanding, game-based learning, and students' achievements. This work engaged a quantitative approach with SEM-PLS to gain a deeper understanding of the connectivity among variables. The participants were senior high school students from several places in East Java of Indonesia. The findings indicate that technological knowledge, educational competence, computer skills play an essential role in supporting technology-based learning. However, this study notes that game-based learning in distance learning cannot act as a mediator in enhancing the students' achievement. This study offers policymakers the use of game-based learning in the learning process during synchronous learning using technology.
The COVID-19 pandemic attack the economy and society. Economic activity collapses, the economic activity of the community experiences a setback due to many socio-economic restrictions. The logic of economic action from consumption and production works out of reason. Financial literacy cannot be separated in life. Financial literacy is an important skill that can be used to make economic decisions. Many pre-pandemic programs have been carried out to increase Financial Literacy. In the field of education students have been taught to be more sensitive in applied economics, only an evaluation tool for the effectiveness of methods that have not been accommodated. Researchers examine the condition of financial literacy at university level students. Based on the learning methods applied during the pandemic, using the score collection method. The analytical method used in this study was an independent t-test based on the teaching method implemented, respondents were divided into 2 group, 46 students in online learning classes and 46 students in game based learning classes. The results showed that the learning method at home learning was not significant enough to develop individual financial literacy.
Professional teachers are those who understand the four competencies, including pedagogical, professional, personality, and social competencies. This study is aimed at explaining two of the four competencies, which are pedagogical and professional competencies in the implementation of the 2013 Curriculum with the 2017-2018 revision in the Accounting subject. The approach used was qualitative with case study research at the State Vocational High School 1 Kraksaan Probolinggo. The results of the study show that teachers understand pedagogical and professional competencies by applying learning strategies and methods that are relevant to students’ characteristics, integrating strengthening character education (penguatan pendidikan karakter or PPK), Literacy, high order thinking skills (HOTS), and 21st-century skills and the materials presented are in accordance with the core competencies/basic competencies and the indicator of competency achievement presented in the lesson plans.
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students’ achievements. This study elaborates on a new learning model, “e-crowdwar mobile game,” that can be used for distance learning activities. This research adopted classroom action research to gain an understanding of the implementation of this new model for students’ achievement. The work involved senior high school students in several regions in East Java of Indonesia. Accordingly, the data were analyzed using both quantitative and qualitative approaches. The findings indicate that the implementation of gamification learning faces some difficulties in both teachers and students. However, this new model outperforms the conventional learning model with the teacher-centered approach, and it can be considered an alternative learning model for distance learning using technology. Keywords: E-crowdwar, gamification learning, mobile-Learning, students’ achievements
The experiential learning process is a relevant method used to enhance understanding of the field and the critical thinking skills of learners. Futher more, technological developments improve students ' learning needs. In this case, learners are required to be able to learn and work dynamically by combining the concept of critical thinking and the way of life as demand for the 21st century. Therefore, dynamic learning and the ability to improve the cognitive and collaborative abilities of learners in their interactions with the environment and all changes are indispensable. This research aims to spread the educational game quiz Assistance to create fun and dynamic learning for students. In addition, developed media is expected to improve cognitive ability and critical thinking learners, especially in higher education. The development of this educational game is done in the economic field so that the material to be presented is a basic course of economics faculty. To measure the success of this game-based learning, researchers used 100 samples from three majors (development economics, management, and accounting). This method of analysis uses the method of gain-scores, where the learning outcomes of experimental Group with learning game treatment and control group learning outcomes are examined and analyzed to determine their effectiveness. Results from analyses showed that use of game-based learning is highly effective for improving learning outcomes.
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