Role playing game as a learning media: case study on education industry course
Keywords:
Learning Media, Role Playing Game, Game Development Life Cycle, Education IndustryAbstract
Paradoxically, the current level of enthusiasm among the younger generation in studying the education industry is low. This phenomenon can be attributed to multiple factors, including the rapid spread of globalization, which has sparked a heightened interest among the younger generation in acquiring technological knowledge. Researchers employed the Game Development Life Cycle (GDLC) approach, consisting of six stages: initiation, pre-production, production, testing, beta, and release. Testing using the black-box method on 12 modules revealed that all modules performed flawlessly without any issues. Testing of the beta version of the game involved 62 testers who were instructed to play the game and complete a questionnaire. The findings were positive, with an average total score of 4.51 for the game elements. The gaming system performed well during testing, indicating its potential to be well-received by beta testers and users, as well as its ability to enhance students' learning motivation.
Downloads
References
Hernandez-de-Menendez, M., Escobar Díaz, C. A., & Morales-Menendez, R. (2020). Educational experiences with Generation Z. International Journal on Interactive Design and Manufacturing (IJIDeM), 14, 847-859.
Abbas, A., Marhamah, M., & Rifa’i, A. (2021). The Building of Character Nation Based on Islamic Religion Education in School. Journal of Social Science, 2(2), 107-116.
Zhao, Y., Yusof, S. M., & Hou, M. (2022). " Why Are They Always Dissatisfied?" The Difference between Teachers and Students in Feeling of Interaction in Online Classroom. Journal of Curriculum and Teaching, 11(5), 215-229.
Nursyahdiyah, N., Dalimunte, A. A., & Daulay, S. H. (2022). The implementation of flipped classroom in EFL reading during Covid-19 pandemic: Indonesian EFL students’ voices. ENGLISH FRANCA: Academic Journal of English Language and Education, 6(2), 325-340.
Li, X., & Li, Y. (2023). Individualized and innovation-centered general education in a Chinese STEM University. Education Sciences, 13(8), 846.
Primasari, C. H. (2022). Strategy for achieving IT-business alignment in gaming industry in Indonesia. Procedia Computer Science, 197, 469-476.
Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522-546.
Bouchrika, I., Harrati, N., Wanick, V., & Wills, G. (2021). Exploring the impact of gamification on student engagement and involvement with e-learning systems. Interactive Learning Environments, 29(8), 1244-1257.
Suppan, M., Catho, G., Nunes, T. R., Sauvan, V., Perez, M., Graf, C., ... & Suppan, L. (2020). A serious game designed to promote safe behaviors among health care workers during the COVID-19 pandemic: Development of “Escape COVID-19”. JMIR serious games, 8(4), e24986.
Lee, I., Ali, S., Zhang, H., DiPaola, D., & Breazeal, C. (2021, March). Developing middle school students' AI literacy. In Proceedings of the 52nd ACM technical symposium on computer science education (pp. 191-197).
Irkinovich, N. R. (2022). THE IMPORTANCE OF ROLE-PLAYING GAME IN TEACHING ENGLISH IN A NON-LINGUISTIC UNIVERSITY. International Journal of Pedagogics, 2(09), 29-32.
Oyelere, S. S., Bouali, N., Kaliisa, R., Obaido, G., Yunusa, A. A., & Jimoh, E. R. (2020). Exploring the trends of educational virtual reality games: a systematic review of empirical studies. Smart Learning Environments, 7, 1-22.
Hidayati, N. N. (2020). Indonesian traditional games: a way to implant character education on children and preserve Indonesian local wisdom. Istawa: Jurnal Pendidikan Islam, 5(1), 81-101.
Rakimahwati, R., & Roza, D. (2020). Developing of interactive game based on role play game to improve the reading abilities. Journal of Nonformal Education, 6(2), 193-201.
Sudarmilah, E., Irsyadi, F. Y. A., Purworini, D., Fatmawati, A., Haryanti, Y., Santoso, B., ... & Ustia, N. (2020, April). Improving knowledge about Indonesian culture with augmented reality gamification. In IOP Conference Series: Materials Science and Engineering (Vol. 830, No. 3, p. 032024). IOP Publishing.
Wulandari, Linda Sari, Erlyn Rosalina, and Amalina Shomami. "Adaptive Learning of Sundanese Script Based on Android Games in The Digital Era." Jurnal Ilmiah P2M STKIP Siliwangi 10.1 (2023): 25-39.
Mahsusi, M., Hudaa, S., Nuryani, N., Bahtiar, A., & Subuki, M. (2023). Integrated Application-Based Digital Learning Technology in Successful Learning Activities During the Pandemic. Journal of Applied Engineering and Technological Science (JAETS), 4(2), 633-643.
Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2(2), 186-195.
Kaimara, P., Oikonomou, A., & Deliyannis, I. (2022). Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality, 26(2), 697-735.
Garcia, I., Pacheco, C., Leon, A., & Calvo-Manzano, J. A. (2020). A serious game for teaching the fundamentals of ISO/IEC/IEEE 29148 systems and software engineering–Lifecycle processes–Requirements engineering at undergraduate level. Computer Standards & Interfaces, 67, 103377.
Gurbuz, S. C., & Celik, M. (2022). Serious games in future skills development: A systematic review of the design approaches. Computer Applications in Engineering Education, 30(5), 1591-1612.
Bauer, J. C., Linzmajer, M., Nagengast, L., Rudolph, T., & D'Cruz, E. (2020). Gamifying the digital shopping experience: games without monetary participation incentives increase customer satisfaction and loyalty. Journal of Service Management, 31(3), 563-595.
Fitzgerald, M., & Ratcliffe, G. (2020). Serious games, gamification, and serious mental illness: a scoping review. Psychiatric Services, 71(2), 170-183.
Adam, A. M. (2020). Sample size determination in survey research. Journal of Scientific Research and Reports, 26(5), 90-97.
Mendoza, M. D., Hutajulu, O. Y., & Fibriasari, H. (2023). The Utilization of Artificial Intelligence Based Chatbot in Interactive Learning Media. Journal of Engineering Education Transformations, 37(2).
Mendoza, M. D., Hutajulu, O. Y., Lubis, A. R., Rahmadani, R., & Putri, T. T. A. (2022). PENGARUH PENGGUNAAN MEDIA SOSIAL DALAM PENDIDIKAN TERHADAP PRESTASI AKADEMIK MAHASISWA. Jurnal Teknologi Pendidikan (JTP), 15(2), 68-80.