Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia

Continuous managing the quality of education in the Covid-19 pandemic has been a unique challenge, and the government has acknowledged to shift from conventional to screen adopting technology. This research attempts to examine the relationship between technological understanding, game-based learning...

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Autores principales: Cipto Wardoyo, Yogi Dwi Satrio, Bagus Shandy Narmaditya, Agus Wibowo
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/2c57315e50d44102a0216c5ec55fd6a1
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spelling oai:doaj.org-article:2c57315e50d44102a0216c5ec55fd6a12021-12-02T05:03:21ZDo technological knowledge and game-based learning promote students achievement: lesson from Indonesia2405-844010.1016/j.heliyon.2021.e08467https://doaj.org/article/2c57315e50d44102a0216c5ec55fd6a12021-11-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S2405844021025706https://doaj.org/toc/2405-8440Continuous managing the quality of education in the Covid-19 pandemic has been a unique challenge, and the government has acknowledged to shift from conventional to screen adopting technology. This research attempts to examine the relationship between technological understanding, game-based learning, and students' achievements. This work engaged a quantitative approach with SEM-PLS to gain a deeper understanding of the connectivity among variables. The participants were senior high school students from several places in East Java of Indonesia. The findings indicate that technological knowledge, educational competence, computer skills play an essential role in supporting technology-based learning. However, this study notes that game-based learning in distance learning cannot act as a mediator in enhancing the students’ achievement. This study offers policy-makers the use of game-based learning in the learning process during synchronous learning using technology.Cipto WardoyoYogi Dwi SatrioBagus Shandy NarmadityaAgus WibowoElsevierarticleTechnological adoptionEducational competencesComputer skillsGame-based learningStudents' accomplishmentScience (General)Q1-390Social sciences (General)H1-99ENHeliyon, Vol 7, Iss 11, Pp e08467- (2021)
institution DOAJ
collection DOAJ
language EN
topic Technological adoption
Educational competences
Computer skills
Game-based learning
Students' accomplishment
Science (General)
Q1-390
Social sciences (General)
H1-99
spellingShingle Technological adoption
Educational competences
Computer skills
Game-based learning
Students' accomplishment
Science (General)
Q1-390
Social sciences (General)
H1-99
Cipto Wardoyo
Yogi Dwi Satrio
Bagus Shandy Narmaditya
Agus Wibowo
Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia
description Continuous managing the quality of education in the Covid-19 pandemic has been a unique challenge, and the government has acknowledged to shift from conventional to screen adopting technology. This research attempts to examine the relationship between technological understanding, game-based learning, and students' achievements. This work engaged a quantitative approach with SEM-PLS to gain a deeper understanding of the connectivity among variables. The participants were senior high school students from several places in East Java of Indonesia. The findings indicate that technological knowledge, educational competence, computer skills play an essential role in supporting technology-based learning. However, this study notes that game-based learning in distance learning cannot act as a mediator in enhancing the students’ achievement. This study offers policy-makers the use of game-based learning in the learning process during synchronous learning using technology.
format article
author Cipto Wardoyo
Yogi Dwi Satrio
Bagus Shandy Narmaditya
Agus Wibowo
author_facet Cipto Wardoyo
Yogi Dwi Satrio
Bagus Shandy Narmaditya
Agus Wibowo
author_sort Cipto Wardoyo
title Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia
title_short Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia
title_full Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia
title_fullStr Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia
title_full_unstemmed Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia
title_sort do technological knowledge and game-based learning promote students achievement: lesson from indonesia
publisher Elsevier
publishDate 2021
url https://doaj.org/article/2c57315e50d44102a0216c5ec55fd6a1
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AT bagusshandynarmaditya dotechnologicalknowledgeandgamebasedlearningpromotestudentsachievementlessonfromindonesia
AT aguswibowo dotechnologicalknowledgeandgamebasedlearningpromotestudentsachievementlessonfromindonesia
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