Alternatif Pembelajaran Aktif di Era Pandemi melalui Metode Pembelajaran Game Based Learning

Muhammad Ari Kusuma, Djoko Dwi Kusumajanto, Rima Handayani, Indra Febrianto

Abstract


Abstrak: Artikel ini mempunyai tujuan untuk melihat bagaimana pemanfaatan teknologi digital melalui metode pembelajaran berbasis game secara efektif di era pandemi COVID-19 dengan menggunakan pembelajaran yang menarik agar siswa yang melakukan pembelajaran tetap aktif. Jenis penelitian ini adalah penelitian literatur review dengan menggunakan studi Pustaka yang memanfaatkan literatur sebagai objek primer dalam penelitian. Dengan memanfaatkan teknologi dalam pembelajaran dengan menggunakan metode pembelajaran Game Based Learning dapat memberikan pembelajaran yang lebih aktif, menarik, efektif dan efisien selama pandemi COVID-19.

Abstract: This article aims to see how the use of digital technology through game-based learning methods is effective in the COVID-19 pandemic era by using interesting learning so that students who are learning remain active. This type of research is literature review research using literature study that utilizes literature as the primary object in research. By utilizing technology in learning using game-based learning methods, it can provide more active, interesting, effective and efficient learning during the COVID-19 pandemic.


Keywords


pembelajaran berbasis game; pembelajaran aktif; pembelajaran era pandemi

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References


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DOI: http://dx.doi.org/10.17977/um039v7i12022p028

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