2019
DOI: 10.23887/jpi-undiksha.v8i1.17637
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e-CALF (Electronic Version of Contextual Attractive Logical Fun) Game as Self-Directed Learning Media for Students in the Digital Era

Abstract: The study aimed at developing a prototype digital game e-CALF (electronic version of Contextual Attractive Logical and Fun) as self-directed learning media for elementary school students. The research was conducted in SD Lab Singaraja in which the subjects of the study were one class representative in each grade of the students. The design of this research was adapted from ADDIE Model. The data was gained by using interview guide, observation sheet, questionnaire and expert judgment rubric. Since it was found … Show more

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Cited by 4 publications
(3 citation statements)
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“…Working professionals pursue SDL for performing on the job and building own credibility (Ho, 2008), continuing professional development and upskilling (Price and Reichert, 2017), to prepare and avail new job/employment opportunity (Varalakshmi, 2006), just in time access to information for completing task (Budzik and Hammond, 1999;Chung and Byrne, 2008;Rostanin and Holz, 2005), for leveraging the technical knowledge and competency of the faculty or mentor (Church, 2021) or by getting inspired by the information shared about learning resources as suggested in the ARCS (Attention, Relevance, Confidence, Satisfaction) model of motivation (Visser and Keller, 1990). Other physical, mental and social dimensions (Osteraker, 1999) for employees include the need to reskill/upskill own self due to fear of job loss or protect self from negative consequences defined by the organization like denial of promotion (Kanar and Bouckenooghe, 2021), meet mandatory compliances like certifications for doing a particular job (Gagn e and Deci, 2005;Raemdonck et al, 2014), claim incentives provided by the company for completing courses/certifications (Li et al, 2010;Murad and Varkey, 2008), do well in exams/ assessments (Raupach et al, 2013), to be par in social groups of peers/friends/industry colleagues (Kılınç, 2021), for the fun associated with learning (Harju et al, 2016;Mahayanti et al, 2019) or to make use of the focused learning hours provided by the company (Ho, 2008;Park, 2008). Innate personality traits like perseverance, love/passion for learning, flexibility, risktaking, self-management, ownership, need for power from expertise, activeness/pro-active drive, reactiveness/reactive drive have been associated with self-directed learners consistently in research spread over several decades (Bonham, 1989;Brockett and Hiemstra, 2018;Guglielmino, 1977;Oddi, 1986;Urban and Jirs akov a, 2021).…”
Section: Motivational Drivers Of Sdl At Workplacementioning
confidence: 99%
“…Working professionals pursue SDL for performing on the job and building own credibility (Ho, 2008), continuing professional development and upskilling (Price and Reichert, 2017), to prepare and avail new job/employment opportunity (Varalakshmi, 2006), just in time access to information for completing task (Budzik and Hammond, 1999;Chung and Byrne, 2008;Rostanin and Holz, 2005), for leveraging the technical knowledge and competency of the faculty or mentor (Church, 2021) or by getting inspired by the information shared about learning resources as suggested in the ARCS (Attention, Relevance, Confidence, Satisfaction) model of motivation (Visser and Keller, 1990). Other physical, mental and social dimensions (Osteraker, 1999) for employees include the need to reskill/upskill own self due to fear of job loss or protect self from negative consequences defined by the organization like denial of promotion (Kanar and Bouckenooghe, 2021), meet mandatory compliances like certifications for doing a particular job (Gagn e and Deci, 2005;Raemdonck et al, 2014), claim incentives provided by the company for completing courses/certifications (Li et al, 2010;Murad and Varkey, 2008), do well in exams/ assessments (Raupach et al, 2013), to be par in social groups of peers/friends/industry colleagues (Kılınç, 2021), for the fun associated with learning (Harju et al, 2016;Mahayanti et al, 2019) or to make use of the focused learning hours provided by the company (Ho, 2008;Park, 2008). Innate personality traits like perseverance, love/passion for learning, flexibility, risktaking, self-management, ownership, need for power from expertise, activeness/pro-active drive, reactiveness/reactive drive have been associated with self-directed learners consistently in research spread over several decades (Bonham, 1989;Brockett and Hiemstra, 2018;Guglielmino, 1977;Oddi, 1986;Urban and Jirs akov a, 2021).…”
Section: Motivational Drivers Of Sdl At Workplacementioning
confidence: 99%
“…Furthermore, the integration of games as educational tools within the instructional framework is a seldom observed phenomenon in the region of Bali, particularly in the Buleleng Regency. In a study conducted by Mahayanti et al (2019), it was discovered that a significant proportion of students at a primary school in Buleleng, specifically 90%, possess electronic devices and actively engage in the utilization of these devices for the purpose of playing digital games.…”
Section: Introductionmentioning
confidence: 99%
“…This media is the foundation in the creation of e-CALF itself. Mahayanti et al (2019) defines e-CALF as electronic, contextual, attractive, logic, and fun learning media that was developed for facilitating reading comprehension. The game was developed in form of prototype which had an excellent quality based on expert judgment.…”
Section: Introductionmentioning
confidence: 99%