Effectiveness Of Use Of Historical Educational Games On Student Learning Outcomes

Authors

  • N Najuah Departement of History Education, Faculty of Social Science, Universitas Negeri Medan, North Sumatera, Indonesia.
  • Ricu Sidiq Departement of History Education, Faculty of Social Science, Universitas Negeri Medan, North Sumatera, Indonesia.
  • Pristi Suhendro Lukitoyo Departement of History Education, Faculty of Social Science, Universitas Negeri Medan, North Sumatera, Indonesia.

DOI:

https://doi.org/10.51601/ijersc.v4i1.597

Keywords:

Effectiveness; Educational Games; Learning Outcomes; Animated Videos, History

Abstract

Learning media has a significant role in achieving learning objectives. Teachers must also select
suitable learning media under learning objectives and student characteristics. This article aims to
present the results of experiments using historical, educational games on learning outcomes. This
study focuses on two learning media: educational games and animated videos. The form of research
used is a quasi-experimental, with the research design used Nonequivalent Control Group Pretest
Posttest Design. The research instrument used is a Learning outcome test instrument. The research
procedure includes the pre-experimental testing stage, the experimental implementation stage, and
the post-experiment testing stage. Eighty-two students in two classes, experimental activities were
carried out. One class uses educational game media, the experimental class, and one learns using
animated video media, called the control class. The experiment carries out in three stages: the preexperimental testing stage, the implementation of the experiment, and the post-experimental
testing—data analysis using the U Mann Whitney test. The results showed increased student
learning outcomes after using historical, educational game media, and historical animation video
media. The data also show that differences in learning outcomes between students who use
educational game media and animation videos in learning using historical educational games have
an effect of 27.34% on improving student learning outcomes in class XI IPS SMA Negeri 3 Medan.

Downloads

Download data is not yet available.

References

K. J. . J. M. . M. M. B. A. A.-B. Carstens, “Effects of Technology on student Learning,” Turkish Online J. Educ. Technol. –, vol. 20, no. July, pp. 105–113, 2021.

N. Hamzah, M. F. Ahmad, N. Zakaria, A. Ariffin, and S. N. K. Rubani, “Technical and Vocational Education Students’ Perception of Using Learning Videos during Covid-19 Pandemic Period,” 2021 IEEE International Conference on Automatic Control and Intelligent Systems, I2CACIS 2021 - Proceedings. pp. 346–351, 2021.

K. Serrano, “The effect of digital game-based learning on student learning: A The effect of digital game-based learning on student learning: A literature review literature review,” Grad. Res. Pap., p. 943, 2019.

B. Direkci, “The Investigation of the Relationship between Online Games and Acquisition of Turkish Vocabulary,” vol. 12, no. 3, pp. 69–88, 2019.

Y. L. Huang, D. F. Chang, and B. Wu, “Mobile game-based learning with a mobile app: Motivational effects and learning performance,” J. Adv. Comput. Intell. Intell. Informatics, vol. 21, no. 6, pp. 963–970, 2017.

K. Lay, A.-N. & Osman, “Developing 21st Century Chemistry Learning through Designing Digital Games,” J. Educ. Sci. Environ. Heal., vol. 4, no. 1, pp. 81–92, 2018.

S. Widoretno, D. Setyawan, and Mukhlison, “Efektifitas Game Edukasi Sebagai Media Pembelajaran Anak,” Transform. Pembelajaran Nas., vol. 1, pp. 287–295, 2021.

W. A. Prasetya, I. I. W. Suwatra, and L. P. P. Mahadewi, “Pengembangan Video Animasi Pembelajaran Pada Mata Pelajaran Matematika,” J. Penelit. dan Pengemb. Pendidik., vol. 5, no. 1, pp. 60–68, 2021.

G. P. P. Hapsari and Z. Zulherman, “Pengembangan Media Video Animasi Berbasis Aplikasi Canva untuk Meningkatkan Motivasi dan Prestasi Belajar Siswa,” J. Basicedu, vol. 5, no. 4, pp. 2384–2394, 2021.

Z. Zakirman and H. Hidayati, “Praktikalitas Media Video dan Animasi dalam Pembelajaran Fisika di SMP,” J. Ilm. Pendidik. Fis. Al-Biruni, vol. 6, no. 1, pp. 85–93, 2017.

S. L. Sari, A. Widyanto, and S. Kamal, “Pengembangan media pembelajaran berbasis video animasi dalam smartphone pada materi sistem kekebalan tubuh manusia untuk siswa kelas XI di SMA Negeri 5 Banda Aceh,” J. Pros. Semin. Nas. Biot., vol. 4, no. 1, pp. 476–485, 2017.

M. S. Ega, “Pengembangan Media Video Animasi Motion Graphic Pada Mata Pelajaran Sejarah Materi Pokok Indonesia Zaman Praaksara Di Sma Negeri 4 Sidoarjo,” J. Mhs. Teknol. Pendidik., vol. 9, no. 1, pp. 2–5, 2018.

A. Susilo and W. Mareta, “Video Animasi Sebagai Sarana Meningkatkan Semangat Belajar Mata Jurnal Edusciense,” J. Eduscience, vol. 8, no. 1, pp. 30–38, 2021.

H. M, F Ahmad; N, Hamzah; D, I Rosli; Aznul, “M-Learning History of Malacca by Using Animated Video for Primary School Standard Curriculum (KSSR),” Int. J. Adv. Trends Comput. Sci. Eng., vol. 9, no. 2, pp. 1690–1695, 2020.

A. A. R. Hadi, W. M. F. Wan Daud, and N. H. Ibrahim, “The development of history educational game as a revision tool for Malaysia school education,” Lect. Notes Comput. Sci. (including Subser. Lect. Notes Artif. Intell. Lect. Notes Bioinformatics), vol. 7067 LNCS, no. PART 2, pp. 39–49, 2011.

N. Nakpong and S. Chanchalor, “Interactive multimedia games to enhance the emotional intelligence of deaf and hard of hearing adolescents,” Int. J. Instr., vol. 12, no. 2, pp. 305–320, 2019.

S. Joon Lee and T. C. Reeves, “Foundations of Learning and Instructional Design Technology Edgar Dale and the Cone of Experience,” Educational Technology, vol. 47, no. 6. p. 56.

Downloads

Published

2023-02-27

How to Cite

Najuah, N. ., Sidiq, R. ., & Suhendro Lukitoyo, P. . (2023). Effectiveness Of Use Of Historical Educational Games On Student Learning Outcomes. International Journal of Educational Research &Amp; Social Sciences, 4(1), 94–99. https://doi.org/10.51601/ijersc.v4i1.597