Impact of Educational Games To Introduction Tourist Destination In Central Java On Elementary School Student
Keywords:Educational Game, Experimental, Covid-19 Pandemic, Online Learning, Attractions
Educational games are learning media in the form of games that contain material in them. Includes questions, guessing pictures or etcetera. Educational games can also become alternative learning media in the covid-19 pandemic. This study aims to determine the effect of educational games on the understanding of elementary school students regarding the introduction of tourist objects in Central Java. The method is pre-experimental research through pretest and posttest to determine the effect of two variables but there is no control group. Students of SDN 3 Purbalingga Lor are the subjects of this study, with a frequency of 14 students. Pretest data was obtained, the lowest score was 10 and the highest was 70, with an average grade as 33. If you look at posttest results, the highest score was obtained with a score of 100 and the lowest score was 80, with an average grade of 95. This proves the educational games have an effect on the ease of students in understanding the material, especially to know tourist attractions in Central Java.
William, & Hita. (2019). Measuring the Level of Understanding of PowerPoint Training. JSM STMIK Mikroskil, 20(1), 71–80.
Nuryanti, R. (2019). The Use of Cooperative Learning Model with Team Games Tournament (TGT) Strategy to Improve Mathematics Learning Outcomes on Roman Numbers for Deaf Students in Class IV SDLB. Journal of Assessment and Intervention of Children with Special Needs, 20(1), 40–51.
Tristanti, LB, Akbar, S., & Rahayu, A. (2021). The Effect of Construct-Based Educational Game Learning Media on Problem Solving Ability and Student Learning Outcomes Mosharafa : Journal of Mathematics Education Mosharafa : Journal of Mathematics Education. 10, 129–140.
NURISA, K., & ABDUL GHOFUR, M. (2019). Development of Android-Based Educational Game Learning Media in Economics Subject Class X Ips Sma Negeri 1 Bangkalan. Journal of Economic Education (JUPE), 7(2), 38–43.
Rahma, A. (2015). The Effect of Educational Games on Raudhatul Al-Jihad Kindergarten, Gowa Regency. Alauddin State Islamic University, 1–108.
Hasanah, FN, Taurusta, C., Sri Untari, R., Nurul Hidayah, D., & Rindiani, R. (2021). An Android-based educational game as an online learning optimization during the Covid 19 pandemic. JINoP (Journal of Learning Innovation), 7(1), 55–67.
Setyanto, AE (2013). Reintroducing Experimental Methods in Communication Studies. Journal of COMMUNICATION SCIENCE, 3(1), 37–48. https://doi.org/10.24002/jik.v3i1.239
Latifah, EFU (2018). Comparison of Machine Learning Performance Based on Support Vector Machine and Naive Bayes Algorithm (Case Study: Response Data Regarding Traveloka Via Twitter Social Media). https://dspace.uii.ac.id/handle/123456789/7996
Kusumawati, N., Marisa, F., & Wijaya, ID (2017). Prediction of the Rupiah Exchange Rate against the US Dollar Using the Linear Regression Method. JIMP - Journal of Informatics Merdeka Pasuruan, 2(3), 45–56. https://doi.org/10.37438/jimp.v2i3.79
Roihan, A., Sunarya, PA, & Rafika, AS (2020). Utilization of Machine Learning in Various Fields: Review paper. IJCIT (Indonesian Journal on Computer and Information Technology), 5(1), 75–82. https://doi.org/10.31294/ijcit.v5i1.7951
How to Cite
Copyright (c) 2022 Journal of Artificial Intelligence and Engineering Applications (JAIEA)
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.