Game-Based Learning: Academic Games sebagai Metode Penunjang Pembelajaran Kewirausahaan
Abstract
Entrepreneurship plays an important role in national economic growth. Therefore, the character development, the way of thinking, and entrepreneurial skills within the community are things that should be sought. Consequently, the effective entrepreneurship learning methods are needed, specifically kind of method based on adult learning approach. This article seeks to bring the study of digital games technology as an entrepreneurial learning media. Hence, the description of the characteristics of games and learning aspects that can be facilitated by digital games technology will be mainly discussed. In addition, this article describes the learning process through digital media, instructional techniques that can be integrated into digital media, and assessment feedback method in academic games learning. Some examples of digital games used for learning in entrepreneurship courses are presented to provide a concrete picture. In brief, this article supports the use of digital games technology in entrepreneurial learning.
Keywords
DOI: 10.22146/buletinpsikologi.30988
References
Blessinger, P., & Wankel, C. (2012). Innovative approaches in higher education: an introduction to using immersive interfaces. In C. Wankel & P. Blessinger (Eds.), Increasing student engagement and retention sing immersive interfaces: virtual worlds , gaming, and simulation (pp. 3-14). Bingley, UK: Emerald Group
Blondy, L.C. (2007). Evaluation and application of andragogical assumptions to the adult online learning environment. Journal of Interactive Online Learning, 6(2), 116-130.
Graesser, A.C. (2017). Reflections on serious games. In P. Wouters & H. Van Osstendorp (Eds.). Instructional techniques to facilitate learning and motivation of serious games. Swtizerlad: Springer. Pp. 199-212.
Henschke, J.A. (2016). A history of andragogy and its documents as the pertain to adult basic and literacy education. Journal of Lifelong Learning, 25, 1-28.
Ifenthaler, D., Eseryel, D., & Ge, X. (2012). Assessment for game-based learning. In D. Ifenthaler, D. Eseryel, & X. Ge (eds). Assessment in game-based learning. New York: Springer. PP. 1-8
Knowles, M.S. (1970). The modern practice of adult education: Andragogy vs. pedagogy. New York: Association Press.
Knowles, M.S. (1984). Andragogy in action: Applying modern principles of adult learning. San Francisco: Jossey-Bass Publishers.
Mayer, R.E. (2016). What should be the role of computer games in education? Policy Insights from Behavioral and Brain Scences, 3(1), 20-26. doi: 10.1177/2372732215621 311
Mayer, I., Kortmann, R., Wenzler, I., Wetters, A., & Spaans, J. (2014). Game-based entrepreneurship education: Identifying enterprising personality, motivation and intentions amongst engineering students. Journal of Entrepreneurship Education, 17(2), 217-244.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press.
Mishra, P., & Foster, A. (2007). The claims of games: A comprehensive review and directions for future research. In R. Carlsen, K. McFerrin, J. Price, R. Weber, & D.bA. Willis (Eds.), Proceedings of the 18th International Conference of the Society for Information Technology & Teacher Education. San Antionio, TX: Association for the Advancement of Computing in Education (AACE).
Monaco, J., & Kirpalani, N. (2013). Building confidence in entrepreneurial skills: the use of simulation pedagogy. In F. Eggers & G.E. Hills (Eds.), Research at the marketing/entrepreneurship interface. Chicago, IL: American Marketing Association.
Moreno, R., & Mayer, R.E. (2007). Interactive multimodal learning environments. Educational Psychology Review, 19(3),309-326. doi: 10.1007/s10648-007-9047-2
Romero, M. (2012). Learner engagement in the use of individual and collaborative serious games. In C. Wankel & P. Blessinger (Eds.), Increasing student engagement and retention sing immersive interfaces: virtual worlds, gaming, and simulation (pp. 15-34). Bingley, UK: Emerald Group
Schrader, P.G., & McCreery, M. (2012). Are all games the same?. In D. Ifenthaler, D. Eseryel, & X. Ge (eds). Assessment in game-based learning. New York: Springer. Pp. 11-28.
Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computer& Education, 60(1), 412-425.doi: 10.1016/j.compedu. 2012.07. 018
Wouters, P., & Van Oostendorp, H. (2017). Overview of Instructional techniques to facilitate learning and motivation of serious games. In P. Wouters & H. van Oostendorp (Eds.)., Instructional techniques to facilitate learning and motivation of serious games. Switzerland: Springer.
Refbacks
- There are currently no refbacks.
Copyright (c) 2018 Buletin Psikologi
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.