Flow di dalam kelas pembelajaran berbasis-gim
DOI:
https://doi.org/10.17509/jpp.v19i3.22334Keywords:
belajar berbasis pengalaman, flow, pembelajaran berbasis game, permainan transformasi, teka teki, video gimAbstract
Video gim memiliki sejumlah nilai untuk pengajaran di kelas seperti menyediakan lingkungan multimodal dan lingkungan dengan permasalahan yang dapat dieksplorasi. Sekitar 183 juta pemain bermain gim di AS, dan sekitar 17 % dari populasi dunia terlibat dalam aktivitas bermain gim. Para peneliti telah mencoba memanfaatkan permainan untuk pendidikan saat ini. Namun, penggunaan pembelajaran berbasis-gim masih baru dan perlu diuji. Pemanfaatan gim untuk pengajaran di kelas dipertanyakan karena karakteristik permainan yang lebih bersifat menghibur daripada belajar. Penelitian ini bertujuan untuk mengetahui bagaimana siswa mempersepsikan pengalaman belajar dalam pembelajaran berbasis gim. Penelitian ini dilakukan di perguruan tinggi dengan 24 peserta. Mereka belajar menulis narasi melalui pembelajaran berbasis-gim. Pada penelitian ini, gim dibangun khusus dalam platform HTML5. Para siswa harus terhubung daring untuk mengakses permainan. Setelah melaksanakan pembelajaran, kuesioner dan wawancara disebarkan. Kuesioner mengadaptasi teori flow untuk mengukur pengalaman belajar. Hasilnya menunjukkan bahwa siswa dalam keadaan flow ketika belajar dengan menggunakan metode berbasis-gim. Mereka tidak memiliki pengalaman berbasis-gim sebelumnya, dan mereka merasa belajar menulis melalui GBL itu menyenangkan, menantang, serius dan mudah diikuti.
References
Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3), 1185–1194. https://doi.org/10.1016/j.chb.2010.12.013
Alaswad, Z., & Nadolny, L. (2015). Designing for game-based learning: The effective integration of technology to support learning. Journal of Educational Technology Systems, 43(4), 389–402. https://doi.org/10.1177/004723951558814
Barab, S. A., Sadler, T. D., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: Supporting consequential play. Journal of Science Education and Technology, 16(1), 59–82. https://doi.org/10.1007/s10956-006-9033-3
Belanich, J., Orvis, K. L., & Sibley, D. E. (2004). Instructional characteristics and motivational features of a PC-based game. United States Army Research Institute for the Behavioral and Social Sciences.
Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environments. Computers and Education, 60(1), 210–220. https://doi.org/10.1016/j.compedu.2012.07.001
Bogost, I. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 117–140). The MIT Press. https://doi.org/10.1162/dmal.9780262693646.117
Chang, C. C., Liang, C., Chou, P. N., & Lin, G. Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218–227. https://doi.org/10.1016/j.chb.2017.01.031
Colby, R. (2014). Writing and assessing procedural rhetoric in student-produced video games. Computers and Composition, 31, 43–52. https://doi.org/10.1016/j.compcom.2013.12.003
Colby, R., Johnson, M. S. S., & Colby, R. S. (2013). Introduction: Rhetoric/composition/play through video games. In R. Colby, M. S. S. Johnson, & R. S. Colby (Eds.), Rhetoric/composition/play through video games (pp. 1–5). Palgrave Macmillan. https://doi.org/10.1057/9781137307675_1
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
Daniel-Wariya, J. (2016). A language of play: New media’s possibility spaces. Computers and Composition, 40, 32–47. https://doi.org/10.1016/j.compcom.2016.03.011
Games, A., & Squire, K. D. (2011). Searching for the fun in learning: A historical perspective on the evolution of educational video games. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction (pp. 17–46). Information Age Publishing.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. ACM Computers in Entertainment, 1(1), 20.
Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. Routledge. https://doi.org/10.4324/9780203594216
Gee, J. P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33–37.
Gee, J. P. (2012, May 21). James Paul Gee on learning with video games [Video]. YouTube. https://www.youtube.com/watch?v=JnEN2Sm4IIQ
Joan Ganz Cooney Center. (2014, June 9). Teachers surveyed on using digital games in class. Games and Learning. http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/
Lai, C. H., Lee, T. P., Jong, B. S., & Hsia, Y. T. (2012). A research on applying game-based learning to enhance the participation of student. In S. H. Lin & E. Ford (Eds.), EMC technology and service (LNEE Vol. 181, pp. 311–318). Springer. https://doi.org/10.1007/978-94-007-5076-0_36
LaVaque-Manty, D. (2013). Drag and drop: Teaching our students things we don’t already know. In R. Colby, M. S. S. Johnson, & R. S. Colby (Eds.), Rhetoric/composition/play through video games (pp. 113–122). Palgrave Macmillan. https://doi.org/10.1057/9781137307675_9
Paul Gee, J. (2008). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 21–40). The MIT Press. https://doi.org/10.1162/dmal.9780262693646.021
Piaget, J. (1962). Play, dreams and imitation in childhood. Norton.
Schaffer, O. (2013). Crafting fun user experiences: A method to facilitate flow. Human Factors International.
Shah, M., & Foster, A. (2014). Undertaking an ecological approach to advance game-based learning: A case study. Journal of Educational Technology & Society, 17(1), 29–41.
Shultz Colby, R. (2017). Game-based pedagogy in the writing classroom. Computers and Composition, 43, 55–72. https://doi.org/10.1016/j.compcom.2016.11.002
Shultz Colby, R., & Colby, R. (2008). A pedagogy of play: Integrating computer games into the writing classroom. Computers and Composition, 25(3), 300–312. https://doi.org/10.1016/j.compcom.2008.04.005
Squire, K. D. (2004). Replaying history: Learning world history through playing “Civilization III” [Doctoral dissertation, Indiana University].
Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers and Education, 52(1), 68–77. https://doi.org/10.1016/j.compedu.2008.06.008.
Downloads
Published
Issue
Section
License
Copyright (c) 2019 Roki Ranjani Sanjadireja, Didi Suherdi

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.