2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG) 2016
DOI: 10.1109/icggag.2016.8052636
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A design model for digital game-based learning in the study of international relations: Developing an innovative learning method for a defense strategy course at Bina Nusantara University

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Cited by 4 publications
(3 citation statements)
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“…In this study, the research design was developmental research based on Instructional Design-Digital Game-Based Learning (ID-DGBL). There were 5 phases of ID-DGBL, which included analysis, design, develop, quality assurance, implementation, and evaluation, which were adapted from Putri, Moniaga, & Wijaya (2016) [10]. In the survey, a usability questionnaire was adapted and modified from the Zaibon (2015) [11].…”
Section: Methodsmentioning
confidence: 99%
“…In this study, the research design was developmental research based on Instructional Design-Digital Game-Based Learning (ID-DGBL). There were 5 phases of ID-DGBL, which included analysis, design, develop, quality assurance, implementation, and evaluation, which were adapted from Putri, Moniaga, & Wijaya (2016) [10]. In the survey, a usability questionnaire was adapted and modified from the Zaibon (2015) [11].…”
Section: Methodsmentioning
confidence: 99%
“…Historically, the purpose of games was predominantly for entertainment, but researchers are increasingly recognizing the value of game-based learning (Mayer, 2019) (Boghian et al, 2019). The current generation of learners are digital natives who have grown up in an environment replete with technology-based games (Chaudhry, 2019) (Putri et al, 2016). Furthermore, young people's extensive use of the Internet and their engagement with other types of digital communications have influenced their use of information and their learning.…”
Section: Introductionmentioning
confidence: 99%
“…A Digital Game-Based Learning (DGBL) can be identified as simply learning through games (Perera, Hewagamage, &Weerasinghe, 2017)&(ChePa, N., Bakar, N.A.A., Hussain, A., Hibadullah, C.F., 2019). The result of research and analysis done on Digital Game-Based Learning (DGBL) demonstrated that DGBL is a conceivable answer for many educational challenges (Putri, Moniaga, &Wijaya, 2016).History is a mandatory Kurikulum Standard Sekolah Rendah (KSSR) topic and for three years must be well trained for all normal four learners on an continuing basis (Hadi, Wan Daud, & Ibrahim, 2011). The primary school history curriculum or instructional program focuses on the growth of domestic culture and integrates aspects of citizenship and civic values to increase consciousness of national identity and patriotism among learners.…”
Section: Introductionmentioning
confidence: 99%