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Android Based Game and Blended Learning in Social Science: Effect on Student Achievement
Elvani Hertati (a*), Asrowi (b), Deny Tri Ardianto (c)

a) School of Teknologi Pendidikan, Sebelas Maret University
Jalan Ir. Sri Utami 36, Surakarta 57126, Indonesia
*elvanihertati26[at]student.uns.ac.id
b) Faculty of Bimbingan dan Konseling, Sebelas Maret University Jalan Ir. Sri Utami 36, Surakarta 57126, Indonesia
c) Faculty of Seni Rupa dan Desain, Sebelas Maret University
Jalan Ir. Sri Utami 36, Surakarta 57126, Indonesia


Abstract

The Pandemic Covid-19 has changed various aspects of human life today, especially in education. The purpose of this study focuses on the comparison between the use of android based game and blended learning during the Covid-19 pandemic to elementary school student learning achievement in social science (IPS). A quasi experiment with nonequivalent control group design was adopted in this research. A number of 103 five graders from two public elementary school in Magelang Regency were selected purposive sampling used as a research sample. The sample is classified into two groups according to the learning media used, namely the group that applies android based educational games in learning blended and study groups blended with video instructional. Student learning achievement data were obtained through multiple choice tests. The data were analyzed using the t test for the results of the pretest and posttest in the form of a multiple choice test. The results showed the influence of android based educational game media on student achievement. The use of android based educational game media is better in blended learning than the use of instructional videos. Therefore, android based educational game media must be emphasized as an alternative media in social studies learning to improve student learning achievement.

Keywords: android based game, blended learning, achievement, social science

Topic: Computer Science Education

Plain Format | Corresponding Author (Elvani Hertati)

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