2020
DOI: 10.15294/jpii.v9i3.24466
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Developing a Conceptual Model of Learning Analytics in Serious Games for STEM Education

Abstract: Utilizing serious games as teaching aid can stimulate students’ interest in learning and enhancing students’ understanding of STEM learning. The use of serious game on learning analytics for STEM learning provides assessment data to measure students’ performances and achievements of predefined learning outcomes. While numerous researches on learning analytic in serious games have been conducted, studies on their association with STEM learning are scarce. Past studies also indicate that teachers use serious gam… Show more

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Cited by 18 publications
(13 citation statements)
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“…The findings of previous studies also stated that many students still had difficulties in learning (Benbow et al, 2021;Dupri et al, 2020;Lawrence & Tar, 2018). One of the factors that cause students to have difficulty understanding learning materials is that teachers are less innovative in creating fun learning for students (Dupri et al, 2020;Lisdayanti et al, 2014;Triwahyuningtyas et al, 2020;Zaki et al, 2020).…”
Section: Introductionmentioning
confidence: 98%
“…The findings of previous studies also stated that many students still had difficulties in learning (Benbow et al, 2021;Dupri et al, 2020;Lawrence & Tar, 2018). One of the factors that cause students to have difficulty understanding learning materials is that teachers are less innovative in creating fun learning for students (Dupri et al, 2020;Lisdayanti et al, 2014;Triwahyuningtyas et al, 2020;Zaki et al, 2020).…”
Section: Introductionmentioning
confidence: 98%
“…Integrate games into learning not only increases social interaction among students but can also increase achievement motivation (Partovi & Razavi, 2019;Winatha & Setiawan, 2020), thinking skills, cognitive skills (Brom, et al, 2010), and student learning outcomes (Hidayatulloh, et al, 2020;Nainggolan, et al, 2020;Yildiz et al, 2018). The use of games can also contribute to predicting the development of students' knowledge (Zaki, et al, 2020).…”
Section: Resultsmentioning
confidence: 99%
“…A relaxed and comfortable learning environment makes students actively involved in his study (Sarnoto & Romli, 2019), improve student concentration so that it makes learning easy (Harjali, et al, 2016), and can positively change student behavior patterns (Asyhari, et al, 2014). A person's emotional state can affect their learning conditions, so students who enjoy learning will not show faces that are stressed or depressed (Zaki, et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…The results of the small group trial show that digital books are worthy of being a source of student learning, this can be shown from the responses of students who mostly recommend digital books to become a learning resource in macroeconomics lectures. The results obtained indicate that students basically want interesting and flexible learning, but this is mostly not done often because it is constrained by monotonous and boring learning resources (Zaki et al, 2020;Zetriuslita et al, 2020). Most students expect a learning innovation to come from the method or source of learning such as the use of digital books.…”
Section: Resultsmentioning
confidence: 99%