2024
DOI: 10.31289/jite.v7i2.11333
|View full text |Cite
|
Sign up to set email alerts
|

The Barriers of Using Video Games as a Media for Teaching and Learning Purposes: A Case Study in Indonesia

Tony Wibowo,
Ahmad Naim Che Pee,
Ibrahim Ahmad

Abstract: The 21st century has seen the remarkable growth of the video game industry, which has surpassed other entertainment sectors in terms of financial value. The COVID-19 pandemic further emphasized the importance of video games as a means of socialization and entertainment. However, despite their potential in education, the adoption of video games as a learning media faces numerous barriers. This study explores these barriers, particularly in the context of Indonesia, a country with a burgeoning video game culture… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
0
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
references
References 22 publications
0
0
0
Order By: Relevance