Serious-game is a new online learning approach, which is proven to increase students' knowledge and skills. During the COVID-19 period,students, especially in Indonesia, still experienced several obstacles in taking online learning using e-learning. For example, students quickly got bored. Therefore, to increase student interest in education, it is necessary to develop serious-game, with a fun element. In this study, to improve students' engagement with learning materials, we made a K-13 based serious-game. This paper describe it based on three aspects of Bloom's taxonomy and apply the activity theory model. At the validation stage, the validator consist of 20 multimedia experts, teachers,and students,respectively. In the testing phase, we ...
Permasalahan dalam tugas akhir ini didasari oleh pandemi COVID-19. Indonesia terpaksa memberlakukan ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Kondisi pandemic COVID-19, meyebabkan penggunaan pembelajaran daring meningkat, namun metode yang di...
Serious-game is a new online learning approach, which is proven to increase students' knowledge and ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
The COVID-19 pandemic that emerged at the beginning of 2020 has influenced all aspects of life, lead...
Learning through interactive media gives additional value to the educational world because it enable...
The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet...
The lack of ability of students in learning science in elementary schools and the lack of ability of...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
Teaching during pandemic now changes the concept of teaching learning from the conventional way to v...
This study aimed to find out the relationship of using game-based learning in terms of Rules, Immers...
COVID-19 pandemic has changed human life. One of the impacted sectors is education. Ministry of Educ...
Currently the world is experiencing an outbreak of a disease caused by the corona virus or Covid-19 ...
ABSTRAKKondisi pandemic COVID-19, meyebabkan penggunaan pembelajaran daring meningkat, namun metode ...
Permasalahan dalam tugas akhir ini didasari oleh pandemi COVID-19. Indonesia terpaksa memberlakukan ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Kondisi pandemic COVID-19, meyebabkan penggunaan pembelajaran daring meningkat, namun metode yang di...
Serious-game is a new online learning approach, which is proven to increase students' knowledge and ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
The COVID-19 pandemic that emerged at the beginning of 2020 has influenced all aspects of life, lead...
Learning through interactive media gives additional value to the educational world because it enable...
The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet...
The lack of ability of students in learning science in elementary schools and the lack of ability of...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
Teaching during pandemic now changes the concept of teaching learning from the conventional way to v...
This study aimed to find out the relationship of using game-based learning in terms of Rules, Immers...
COVID-19 pandemic has changed human life. One of the impacted sectors is education. Ministry of Educ...
Currently the world is experiencing an outbreak of a disease caused by the corona virus or Covid-19 ...
ABSTRAKKondisi pandemic COVID-19, meyebabkan penggunaan pembelajaran daring meningkat, namun metode ...
Permasalahan dalam tugas akhir ini didasari oleh pandemi COVID-19. Indonesia terpaksa memberlakukan ...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Kondisi pandemic COVID-19, meyebabkan penggunaan pembelajaran daring meningkat, namun metode yang di...