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
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