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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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Detalles Bibliográficos
Autores principales: Wardoyo, Cipto, Satrio, Yogi Dwi, Narmaditya, Bagus Shandy, Wibowo, Agus
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8637143/
https://www.ncbi.nlm.nih.gov/pubmed/34888426
http://dx.doi.org/10.1016/j.heliyon.2021.e08467
Descripción
Sumario: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.