THE USE OF EDUCATIONAL GAMES IN LEARNING AT SCHOOLS

Syifa Mufada Khairunnisyah, Agus Iryana

Abstract


The problem that is often found in the current learning process is the lack of student interest in learning. This research aims to find out whether educational games can have an impact on improving student understanding in learning. In addition, this research also aims to find out the kinds of educational games that are most often used by educators to students in learning at school. The problem that is often found in the current learning process is the lack of student interest in learning. This research uses the Systematic Literature Review (SLR) method, which is a method carried out by looking for sources of research or knowledge about a particular study which is then compared and further studied. Based on the results of the research that has been conducted, it can be concluded that the use of educational games in learning at school can have an impact on increasing student interest in learning, increasing student learning outcomes, increasing student focus in learning, increasing student understanding of lessons, and making it easier for teachers to measure student learning abilities. The educational games that are most often used in the learning process are Quizizz, Wordwall, and Kahoot.

Keywords: Educational Games; Digital; Learning.

 


Keywords


Educational Games; Digital; Learning.

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References


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