2014
DOI: 10.5120/16066-5201
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Factors Affecting the Acceptance of Game-based Learning

Abstract: Education is the process of teaching, educating and developing strategies of learning through developing skills, character and knowledge. Educational games and edutainment are educational methods introduced in educational systems to bring out the creativity and mentality of learners in the society. These technological learning systems engage the student to learn by full computer control through colorful animation and interactive learning methods. The aim is to develop the skills of the students technologically… Show more

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Cited by 8 publications
(8 citation statements)
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“…Furthermore, the finding of the study supports the assertion by Saleh, Prakash and Manton (2014) who posited that the most attractive and most significant advantage of edutainment is its ability to raise the students' motivation through the use of entertaining activities and multimedia tools which motivate and engage them in the learning material. The authors pointed out that teaching with entertainment is an effective way to transform complex and difficult topics to pleasant and attractive scenery.…”
Section: Discussionsupporting
confidence: 82%
“…Furthermore, the finding of the study supports the assertion by Saleh, Prakash and Manton (2014) who posited that the most attractive and most significant advantage of edutainment is its ability to raise the students' motivation through the use of entertaining activities and multimedia tools which motivate and engage them in the learning material. The authors pointed out that teaching with entertainment is an effective way to transform complex and difficult topics to pleasant and attractive scenery.…”
Section: Discussionsupporting
confidence: 82%
“…According to Saleh et al [31], many factors affect or influence digital games, including usability (defined as the extent to which a product can be used for specific purposes and by a particular user); ease of use (whether there are flexible environments in the game so that users can set their plans and repeat the tests of an experiment in a particular period easily when using them); usefulness (Recreational games with management benefits that can be applied in many different areas of knowledge, virtual reality provides an opportunity for students to experiment with exciting entertainment environments, they also provide students important skills such as adapting quickly to changing positions and managing difficult tasks); The effectiveness of games (they motivate students to discover new things, increase students' attention to educational material, and raise their scores).…”
Section: Factors Influencing the Use Of Digital Games In Teachingmentioning
confidence: 99%
“…Teachers face major technical hurdles because they need help learning modern hardware and its maintenance. Meanwhile, the cost is considered one of the most realistic obstacles, and these costs can be an obstacle to the adoption of these technologies in schools [31], [32]. Another problem when applying digital games in education is the need for more professionalism and sufficient knowledge to deal with the external resources of digital games.…”
Section: Factors Influencing the Use Of Digital Games In Teachingmentioning
confidence: 99%
“…Perkembangan game itu sendiri menjadi salah satu bukti perkembangan teknologi pada era sekarang, yang awalnya game berkembang dari hanya sekedar game dua dimensi perlahan-lahan mulai diperbaharui menjadi tiga dimensi. Padahal tidak semua game itu tidak baik, buktinya game juga bermanfaat sebagai media pembelajaran yang dapat mengasah kemampuan anak dalam belajar [4]. Game juga dapat memberikan pengetahuan, serta melatih kemampuan dan keterampilan.…”
Section: Pendahuluanunclassified