Game-based Instructional Effectiveness of Pancasila and Citizenship Education to Increase Student Engagement in Learning

  • Hidayat O
  • Husein F
  • Widyaningsih V
  • et al.
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Abstract

This research is development research using a gamification model that combines games, aesthetics and thinking skills to attract attention, engage, motivate, promote an instruction, and solve problems. This shows that learning media facilitates the interaction of teachers and students in the learning process and is one of the factors supporting the success of learning objectives. Data collection techniques were obtained through literature and field studies by gathering relevant theories and research, observation, interviews, and questionnaires. The research method that will be used in this study is the ADDIE model research and development method and will be planned for one year. This research will be conducted in public elementary schools. At this stage the aim of this research is (1) display suitability (2) media effectiveness (3) language suitability (4) suitability. The results of the study show that students are involved in fun games so that instruction is very fun and increases engagement in learning.

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APA

Hidayat, O. S., Husein, F., Widyaningsih, V., . J., & Soleh, D. A. (2023). Game-based Instructional Effectiveness of Pancasila and Citizenship Education to Increase Student Engagement in Learning. International Journal of Membrane Science and Technology, 10(3), 1158–1163. https://doi.org/10.15379/ijmst.v10i3.1688

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