Game-based Activity Method: A Case of Grade 5 Students

Authors

  • H. Hanna Sultan Kudarat State University Author
  • Sofia L. Abdul Sultan Kudarat State University Author
  • Angel Dianne B. Dela Cruz Sultan Kudarat State University Author
  • Zyji T. Manalo Sultan Kudarat State University Author
  • Fiona Marie L. Papna Sultan Kudarat State University Author
  • Jayson A. Falle Sultan Kudarat State University Author

DOI:

https://doi.org/10.17509/ijotis.v1i1.41186

Keywords:

Activity, Experience, Game, Game-based learning, Pupils, Teaching method

Abstract

The main purpose of this research is to further address this gap with pupils to understand further game-based learning. The study was conducted at Tacurong City, Sultan Kudarat. Five students (grade 5) of Tacurong Pilot Elementary School were selected purposively and considered their availability. The researchers used semi-structured questionnaires via an online one-on-one interview with the participants through Google Meet. This was to find out that the game-based activity method makes them more interested in learning and it becomes easier for them generally to answer their homework and activities using the game-based method. It is disclosed that the use of games to show educational content inevitably raises the question of their compatibility with deep learning. Despite their disadvantages, games have a series of undeniable positive features: using one and also the same game to develop several skills in students at once; providing visual, life-like examples for practical situations; forcing all learners to undertake learning, discovery, thinking, thus enhancing self-esteem and self-improvement.

References

Anastasiadis, T., Lampropoulos, G., and Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139 -144.

Putri, H. E., Misnarti, M., and Saptini, R. D. (2018). Influence of concrete-pictorial-abstract (cpa) approach towards the enhancement of mathematical connection ability of elementary school students. EduHumaniora: Jurnal Pendidikan Dasar Kampus Cibiru, 10(2), 61-71.

Sangsawang, T. (2020). An instructional design for online learning in vocational education according to a self-regulated learning framework for problem solving during the covid-19 crisis. Indonesian Journal of Science and Technology, 5(2), 283–298.

Spiegelman, M., and Glass, R. (2017). Gaming and learning: Winning information literacy collaboration. College and Research Libraries News, 69(9), 522–547.

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Published

2021-03-01

Issue

Section

Articles

How to Cite

Hanna, H., Abdul, S. L., Cruz, A. D. B. D., Manalo, Z. T., Papna, F. M. L., & Falle, J. A. (2021). Game-based Activity Method: A Case of Grade 5 Students. Indonesian Journal of Teaching in Science, 1(1), 13-16. https://doi.org/10.17509/ijotis.v1i1.41186